/vis/ASCIITree/verbose 2 G4ASCIITree verbosity now 2 /vis/drawTree /vis/open ATree /vis/sceneHandler/create ATree /vis/sceneHandler/attach /vis/viewer/create ! ! 600 Issue /vis/viewer/refresh or flush to see effect. /vis/drawVolume world /vis/scene/create /vis/scene/add/volume world -1 -1 none m 0 0 0 0 0 0 /vis/sceneHandler/attach /vis/viewer/flush /vis/viewer/refresh viewer-1 G4ASCIITreeSceneHandler::BeginModeling: writing to G4 standard output (G4cout) # Set verbosity with "/vis/ASCIITree/verbose ": # < 10: notifies but does not print details of repeated volumes. # >= 10: prints all physical volumes (touchables). # The level of detail is given by verbosity%10: # >= 0: physical volume name. # >= 1: logical volume name (and names of sensitive detector and readout geometry, if any). # >= 2: solid name and type. # >= 3: volume and density. # >= 5: daughter-subtracted volume and mass. # >= 6: physical volume dump. # >= 7: polyhedron dump. # and in the summary at the end of printing: # >= 4: daughter-included mass of top physical volume(s) in scene to depth specified. # Note: by default, culling is switched off so all volumes are seen. # Note: the mass calculation takes into account daughters, which can be time consuming. If you want the mass of a particular subtree try: # /vis/drawTree # Or if you want more control, for example: # /vis/open ATree # /vis/ASCIITree/verbose 14 # /vis/scene/create # /vis/scene/add/volume ! # /vis/sceneHandler/attach # /vis/viewer/flush # Note: dumping the physical volumes produces a lot of output. It is advisable to select the volume of interest, as for a sub-tree above. # Now printing with verbosity 2 # Format is: PV:n / LV (SD,RO) / Solid(type) # Abbreviations: PV = Physical Volume, LV = Logical Volume, # SD = Sensitive Detector, RO = Read Out Geometry. "World":0 / "World" / "World"(G4Box) "Detector":0 / "Detector" / "Detector"(G4Tubs) "Layer1":0 / "logicalLayer1" / "solidLayer1"(G4Tubs) "Layer2":0 / "logicalLayer2" / "solidLayer2"(G4Tubs) "Layer3":0 / "logicalLayer3" / "solidLayer3"(G4Tubs) G4ASCIITreeSceneHandler::EndModeling /vis/viewer/update viewer-1 Reverting to viewer-0 (OpenGLStoredQt)