diff --git a/docs/geometry.md b/docs/geometry.md index c55640a..c010896 100644 --- a/docs/geometry.md +++ b/docs/geometry.md @@ -30,14 +30,14 @@ For blank project, you can select which simulator you want to use by clicking th ![Simulator Dropdown](assets/geometry/select_simulator.gif) -> [!NOTE] -> The COMMON option represents the set of features supported by both FLUKA and SHIELDHIT-12A. You can switch from COMMON -> to either of these simulators. +!!! note + The COMMON option represents the set of features supported by both FLUKA and SHIELDHIT-12A. You can switch from COMMON + to either of these simulators. -> [!NOTE] -> You can modify the title and description by clicking the title in the header bar. -> -> ![Edit project info](assets/geometry/edit_project_info.gif) +!!! note + You can modify the title and description by clicking the title in the header bar. + + ![Edit project info](assets/geometry/edit_project_info.gif) ### Example project @@ -60,121 +60,124 @@ In the following sections we will go through generation of simple geometry. It w - lead collimator with 2cm radius hole and 1cm thickness - world filled with air -### World filled with air +=== "SHIELD-HIT12A / FLUKA" -Lets start with adding a box filled with air with dimensions large enough to fit the other object we would like to simulate. -There are two ways to add a box, either selecting `Object > Box` in Menu Bar, or clicking `+ BOX` in FIGURES section in GEOMETRY tab. + ### World filled with air -![Add Figure from Object Menu](assets/geometry/menu_object_add.png) + Let's start with adding a box filled with air with dimensions large enough to fit the other object we would like to simulate. + There are two ways to add a box, either selecting `Object > Box` in Menu Bar, or clicking `+ BOX` in FIGURES section in GEOMETRY tab. -![Add Figure from FIGURES section](assets/geometry/figures_add.png) + ![Add Figure from Object Menu](assets/geometry/menu_object_add.png) -Lets create a box spanning from -2 to 10 in z direction and from -5 to 5 in x and y direction. -We do this by providing box center (named "Position") and its dimensions (named "X/Y/Z side"). -In our case the position will be (4,0,0) and dimensions 12cm x 10cm x 10cm. -Note that basic dimensions units in YAPTIDE are centimeters. -Let's also assign a meaningful name to the created figure. + ![Add Figure from FIGURES section](assets/geometry/figures_add.png) -![Object details](assets/geometry/object_details.png) + Let's create a box spanning from -2 to 10 in z direction and from -5 to 5 in x and y direction. + We do this by providing box center (named "Position") and its dimensions (named "X/Y/Z side"). + In our case the position will be (4,0,0) and dimensions 12cm x 10cm x 10cm. + Note that basic dimensions units in YAPTIDE are centimeters. + Let's also assign a meaningful name to the created figure. -The figure is created and its cross-sections in YX, XZ and ZY planes visible in the 3 windows in the center of the screen. -The 3-D projection is visible as well. + ![Object details](assets/geometry/object_details.png) -### Large phantom + The figure is created and its cross-sections in YX, XZ and ZY planes visible in the 3 windows in the center of the screen. + The 3-D projection is visible as well. -Let's now add a box which will represent a water phantom in which the simulated beam will stop. -This box will be placed inside the world box and will be 8cm x 8cm x 8cm in size. -We are going to place it at (4,0,0) position as well. -The dimensions are given in such way that the water phantom is fully contained in the world box. + Let's now add a box which will represent a water phantom in which the simulated beam will stop. + This box will be placed inside the world box and will be 8cm x 8cm x 8cm in size. + We are going to place it at (4,0,0) position as well. + The dimensions are given in such way that the water phantom is fully contained in the world box. -This time we're going to demonstrate how to duplicate existing figure, and then modify its dimensions. -Right-click on the WorldBox entry visible in the FIGURES section and click Duplicate. + This time we're going to demonstrate how to duplicate existing figure, and then modify its dimensions. + Right-click on the WorldBox entry visible in the FIGURES section and click Duplicate. -![Duplicate WorldBox](assets/geometry/duplicate.png) + ![Duplicate WorldBox](assets/geometry/duplicate.png) -The newly created figure will inherit the name from the duplicated object. An `_1` suffix will be added to the name to keep all the names unique. -All other properties (like position and dimensions) will be copied as well. + The newly created figure will inherit the name from the duplicated object. An `_1` suffix will be added to the name to keep all the names unique. + All other properties (like position and dimensions) will be copied as well. -![Duplicated WorldBox](assets/geometry/duplicated.png) + ![Duplicated WorldBox](assets/geometry/duplicated.png) -Now lets adjust the dimensions of the newly created figure to 8cm x 8cm x 8cm, as the position can stay the same. -Also the name needs an update to `PhantomBox`. -Note that the two figures are visible in the 3-D projection window, while only current one is visible in the cross-sections. + Now let's adjust the dimensions of the newly created figure to 8cm x 8cm x 8cm, as the position can stay the same. + Also the name needs an update to `PhantomBox`. + Note that the two figures are visible in the 3-D projection window, while only current one is visible in the cross-sections. -![PhantomBox](assets/geometry/phantom_box.png) + ![PhantomBox](assets/geometry/phantom_box.png) -### Collimator + ### Collimator -Finally lets add two cylinders representing outer envelope and inner hole inside the collimator. -The cylinders have thickness of 1cm and are radius of 4 and 2 cm respectively. -Both are centered around (0,0,0) point. -You can use drag operation by clicking and dragging on the 3-D projection view. This would help to adjust the view, so the collimator is visible. + Finally, let's add two cylinders representing the outer envelope and inner hole inside the collimator. + The cylinders have thickness of 1cm and are radius of 4 and 2 cm respectively. + Both are centered around (0,0,0) point. + You can use drag operation by clicking and dragging on the 3-D projection view. This would help to adjust the view, so the collimator is visible. -![Cylinders](assets/geometry/cylinders.png) + ![Cylinders](assets/geometry/cylinders.png) -## Adding new zone + ## Adding new zone -With the figures defined above, we can construct the zones which will be used in the simulation. -Here we follow the naming of SHIELD-HIT12A, as Fluka calls the zones "regions". + With the figures defined above, we can construct the zones which will be used in the simulation. + Here we follow the naming of SHIELD-HIT12A, as Fluka calls the zones "regions". -Lets start with adding a zone which will represent the large box filled with air. -This can be done in a similar way as adding the figures, either from upper left menu in the Editor tab -or by going to Geometry tab in right menu and expanding ZONES section in GEOMETRY tab. + Let's start with adding a zone which will represent the large box filled with air. + This can be done in a similar way as adding the figures, either from upper left menu in the Editor tab + or by going to Geometry tab in right menu and expanding ZONES section in GEOMETRY tab. + ![Add Boolean Zone from Object Menu](assets/geometry/menu_boolean_zone_add.png) + ![Add Boolean Zone from ZONES section](assets/geometry/boolean_zone_add.png) -![Add Boolean Zone from Object Menu](assets/geometry/menu_boolean_zone_add.png) -![Add Boolean Zone from ZONES section](assets/geometry/boolean_zone_add.png) + !!! note + A special "World Zone" which represents the whole simulation environment is defined by default, and can't be removed. -> [!NOTE] -> A special "World Zone" which represents the whole simulation environment is defined by default, and can't be removed. + ### Air zones -### Air zones + Zones describe a volume of space by combining multiple figures using boolean operations to define shape, + and define physical material that the volume is made of. -Zones describe a volume of space by combining multiple figures using boolean operations to define shape, -and define physical material that the volume is made of. + !!! warning + Defining zone operations requires special considerations. Each point in space should belong to exactly + one Zone so that it is clear for the simulator which material the particle is going through. + This means that the volume enclosing another volume with different material needs to have a cutout that will fit the inner volume. -> [!IMPORTANT] -> Defining zone operations requires special considerations. Each point in space should belong to exactly -> one Zone so that it is clear for the simulator which material the particle is going through. -> This means that the volume enclosing another volume with different material needs to have a cutout that will fit the inner volume. + Let's expand ZONE OPERATIONS and define the MainAirZone and CollimatorAirZone. + Together they represent the air that fills the empty space around the phantom and the collimator. + To get precisely the air volume, we need to subtract both the phantom and the collimator. + - For the phantom, it only requires subtracting the phantom figure. + - For the collimator, we need to subtract the whole outer cylinder, and add back the inner cylinder. The "adding back" + is performed with second zone. -Let's expand ZONE OPERATIONS and define the MainAirZone and CollimatorAirZone. -Together they represent the air that fills the empty space around the phantom and the collimator. -To get precisely the air volume, we need to subtract both the phantom and the collimator. -- For the phantom, it only requires subtracting the phantom figure. -- For the collimator, we need to subtract the whole outer cylinder, and add back the inner cylinder. The "adding back" -is performed with second zone. + Defining the MainAirZone is shown below: -Defining the MainAirZone is shown below: + ![Defining zone operations for MainZone](assets/geometry/zone_operations.gif) -![Defining zone operations for MainZone](assets/geometry/zone_operations.gif) + CollimatorAirZone is then simply: -CollimatorAirZone is then simply: + ![Collimator air zone](assets/geometry/collimator_air_zone.png) -![Collimator air zone](assets/geometry/collimator_air_zone.png) + Zones are visualized in the 3D view by solid colors. We can see the cutouts for the phantom and the collimator. -Zones are visualized in the 3D view by solid colors. We can see the cutouts for the phantom and the collimator. + ![Zone in 3D view](assets/geometry/zone_vis.png) -![Zone in 3D view](assets/geometry/zone_vis.png) + !!! note + To better see what's inside the zone, you can set the Opacity under MATERIAL section. + ![Custom opacity](assets/geometry/custom_opacity.png) -> [!NOTE] -> To better see what's inside the zone, you can set the Opacity under MATERIAL section. -> ![Custom opacity](assets/geometry/custom_opacity.png) + ### Water phantom zone -### Water phantom zone + We repeat the same thing for water phantom zone. Let's add new zone and assign the "PhantomBox" as the figure. + There is no need to assign the material as we stay with default "Liquid Water" material. -We repeat the same thing for water phantom zone. Let's add new zone and assign the "PhantomBox" as the figure. -There is no need to assign the material as we stay with default "Liquid Water" material. + Under the MATERIAL section, instead of Opacity, we change the color and inspect the zone in the 3D view. -Under the MATERIAL section, instead of Opacity, we change the color and inspect the zone in the 3D view. + ![Phantom Zone](assets/geometry/phantom_zone.png) -![Phantom Zone](assets/geometry/phantom_zone.png) + ### Collimator zone -### Collimator zone + The collimator is a lead ring that is created by subtracting inner cylinder from outer cylinder. + We name the zone appropriately and set the material. -The collimator is a lead ring that is created by subtracting inner cylinder from outer cylinder. -We name the zone appropriately and set the material. + ![Collimator Zone](assets/geometry/collimator_zone.png) -![Collimator Zone](assets/geometry/collimator_zone.png) + These are the basic steps for defining geometry for CSG-based simulators. -These are the basic steps for defining geometry for CSG-based simulators. \ No newline at end of file +=== "🚧 Geant4" + + Under development diff --git a/docs/index.md b/docs/index.md index 8bc9ae4..d4b3b58 100644 --- a/docs/index.md +++ b/docs/index.md @@ -5,10 +5,11 @@ The YAPTIDE platform provides an easy way to work with particle transport simulations. Most popular particle transport codes, like Geant4, TOPAS, MCNP require preparation of the input text files and running the simulation in a terminal. -The FLUKA code has an graphical user interface, called Flair, but it requires Linux (or Windows with WSL) to run. +The FLUKA code has a graphical user interface, called Flair, but it requires Linux (or Windows with WSL) to run. -The YAPTIDE platform provides a way to define a simulation in a web browser without the need to install any software. This is possible without any login or registration. -Having access to the computing resources (i.e. by registering in the [PlGrid](https://portal.plgrid.pl/) platform or deploying the project locally) allows to run the simulation in a parallel way using our web platform. The results of simulation can be visualized in the web browser or downloaded to the local computer. +The YAPTIDE platform provides a consistent graphical user interface for three simulation toolkits: SHIELD-HIT12A, FLUKA, and Geant4. +Without any login or registration, it allows to define simulations, browse the results of already finished simulations, and export ready-to-run input files that can be passed directly to the simulator. +For users with access to the computing resources (i.e. registered in the [PlGrid](https://portal.plgrid.pl/) platform or having deployed the project locally) it allows to submit jobs to the simulators. ## How to use the platform @@ -17,8 +18,8 @@ Having access to the computing resources (i.e. by registering in the [PlGrid](ht ![Demo landing page](assets/demo.png) Demo version of the platform is hosted on the GitHub pages as [yaptide.github.io](https://yaptide.github.io/web_dev). -This version is free for use and doesn't require to register or login. -In demo version the platform works as an online editor for simulation input and results browser. The following functionalities are available: +This version is free for use and doesn't require registration or login. +The following functionalities are available: - defining and visualizing simulation geometry and materials - defining scoring geometry, scored quantities and advanced scoring options (like filtering) @@ -26,6 +27,7 @@ In demo version the platform works as an online editor for simulation input and - specifying simulation settings (like physics parameters) - generating files with simulation input (to be executed on user resources) - browsing results of simulation (previously calculated using YAPTIDE platform or other software) + - running the simulation with Geant4 directly on users' machines ### Full version @@ -34,8 +36,8 @@ In demo version the platform works as an online editor for simulation input and Full version is hosted in the PlGrid infrastructure and requires registration and login. To access the platform visit [yaptide.c3.plgrid.pl](https://yaptide.c3.plgrid.pl). -You'll be able to execute your simulations in the cloud (few machines in C3 PlGrid Cloud) or HPC resources (Ares supercomputer in ACK Cyfronet). +You'll be able to execute your SHIELD-HIT12A and FLUKA simulations in the cloud (few machines in C3 PlGrid Cloud) or HPC resources (Ares supercomputer in ACK Cyfronet). -> [!NOTE] -> The platform requires registration and allows the access for selected group of users -> with account in the PLGrid infrastructure. To register in the platform, please contact the administrator. \ No newline at end of file +!!! note + The platform requires registration and allows the access for selected group of users + with account in the PLGrid infrastructure. To register in the platform, please contact the administrator. \ No newline at end of file diff --git a/docs/running.md b/docs/running.md index fc56723..c1d9044 100644 --- a/docs/running.md +++ b/docs/running.md @@ -2,8 +2,12 @@ ## Overview -We assume that you have already registered and logged in to the platform. -To run the simulation you need to have proper project loaded in the editor window. +!!! info + This part of the application may not be available in Demo Mode. If you are working with SHIELD-HIT12A or FLUKA, + you need to be logged in to the platform. We assume that you have already registered and logged in, if required to do so. + For Geant4, no additional steps are required. + +To run the simulation you need to have a project loaded in the editor window. ![Simulation set up](assets/running/simulation_set_up.png) @@ -17,32 +21,53 @@ The Simulations Page consists of 3 main sections: 2. Run new simulation form which presents different ways to run the simulation currently loaded to Editor 3. Last 5 simulations, which always displays the 5 most recent simulations -> [!NOTE] -> For convenience, the sidebar with sections 2. and 3. is pinned to Simulations, Input files, and Results pages. -> You can run and see recent simulations from each of these pages. +!!! note + For convenience, the sidebar with sections 2. and 3. is pinned to Simulations, Input files, and Results pages. + You can run and see recent simulations from each of these pages. ![Simulations Page](assets/running/simulations_page.png) ## Running the simulation -You could choose where to run simulation: +=== "SHIELD-HIT12A / FLUKA" + + You may choose how to run the simulation: + + - as *DIRECT RUN* in the dedicated cloud resources (currently limited to 15-core machine in the C3 PLGrid Cloud) + - as *BATCH RUN* in the HPC resources (by submitting the job to the SLURM batch management system in Ares supercomputer) + + The direct run will take less time to start the simulation, but the parallelism is limited to 15 cores. + The batch run will take longer to start the simulation, but the parallelism is limited only by the resources available in the HPC cluster. + + ## Direct run + + Direct run is the default option. In the form, you can change the name (doesn't need to be the same as the project title), + number of tasks, and overwrite the number of primary particles (the default is specified under SETTINGS in Editor page). + + ![Direct Run](assets/running/direct_run.png) + + ## Batch run - - as *DIRECT RUN* in the dedicated cloud resources (currently limited to 15-core machine in the C3 PLGrid Cloud) - - as *BATCH RUN* in the HPC resources (by submitting the job to the SLURM batch management system in Ares supercomputer) + If the plots need more precision, then we need to rerun the simulation with more primaries. We can quickly reach the Run new simulation form + and increase the number. This will make the simulation run take much more time. For the case of computationally expensive simulations, + we can utilize the Batch Run. - The direct run may have much shorter time to start the simulation, but the parallelism is limited to 15 cores. - The batch run may take longer to start the simulation, but the parallelism is limited only by the resources available in the HPC cluster. + ![Batch Run](assets/running/batch_run.png) -## Direct run + The job pops up in the queue, and we can use the application in the meantime. -Direct run is the default option. In the form, you can change the name (doesn't need to be the same as the project title), -number of tasks, and overwrite the number of primary particles (the default is specified under SETTINGS in Editor page). + ![Queued Batch Run](assets/running/batch_run_queue.png) -![Direct Run](assets/running/direct_run.png) + !!! note + Large Batch Jobs may stay longer in `PENDING` state, waiting for the resources to be available. + +=== "🚧 Geant4" + + Under development When the parameters are set, click `START SIMULATION` to send it to the YAPTIDE server. After successful submission, the simulation is in PENDING state. -The simulation will start automatically when the resources will be available, then it will change to RUNNING state, +The simulation will start automatically when the resources are available, then it will change to RUNNING state, and you will be able to see the progress of the simulation by observing the progress bar. ![Pending state](assets/running/direct_run_pending.png) @@ -82,19 +107,4 @@ The YZ profile can be seen by selecting proper Output item. As we see collimator Two-dimensional plots can be also inspected by plotting the profiles. On right click in the blue colored area we see proper menu: -![Alt text](assets/running/profiles.gif) - -## Batch run - -If the plots need more precision, then we need to rerun the simulation with more primaries. We can quickly reach the Run new simulation form -and increase the number. This will make the simulation run take much more time. For the case of computationally expensive simulations, -we can utilize the Batch Run. - -![Batch Run](assets/running/batch_run.png) - -The job pops up in the queue, and we can use the application in the meantime. - -![Queued Batch Run](assets/running/batch_run_queue.png) - -> [!NOTE] -> Large Batch Jobs may stay longer in `PENDING` state, waiting for the resources to be available. \ No newline at end of file +![Alt text](assets/running/profiles.gif) \ No newline at end of file diff --git a/docs/scoring.md b/docs/scoring.md index 3686764..4039bcd 100644 --- a/docs/scoring.md +++ b/docs/scoring.md @@ -73,16 +73,26 @@ We repeat the steps for the slab detector. ### Depth dose profile -Lets start by defining a scoring for depth dose profile in cylinder detector along the beam axis. +Let's start by defining a scoring for depth dose profile in cylinder detector along the beam axis. This can be done by expanding the `AlongBeamAxis` item in the Outputs list by clicking on `+` icon. We can see that the output has already a first scoring quantity added, named `Quantity`. -![Default quantity](assets/scoring/default_quantity.png) +=== "SHIELD-HIT12A" -By default scoring of dose was selected, so we stay with this, just adding a meaningful name: `Dose`. + ![Default quantity](assets/scoring/default_quantity.png) -We are planning to simulate the interaction of beam of protons with the phantom, and with such scoring we could see the -characteristic Bragg peak. + By default, scoring of dose was selected, so we stay with this, just adding a meaningful name: `Dose`. + + We are planning to simulate the interaction of beam of protons with the phantom, and with such scoring we could see the + characteristic Bragg peak. + +=== "🚧 FLUKA" + + Under development + +=== "🚧 Geant4" + + Under development ### Fluence profile in YZ plane @@ -90,35 +100,55 @@ Since in our geometry we applied a 1 cm thick collimator made of lead, we would on the fluence of protons. Such thickness should be enough to stop most completely 70 MeV protons (the CSDA range in lead at that kinetic energy is about 8mm). -To score the fluence, we need to change the scoring quantity to `Fluence` and add a meaningful name. -We select default quantity in `YZSlab` item, define proper name and quantity type: +=== "SHIELD-HIT12A" + + To score the fluence, we need to change the scoring quantity to `Fluence` and add a meaningful name. + We select default quantity in `YZSlab` item, define proper name and quantity type: + + ![Defining Fluence quantity](assets/scoring/quantity_fluence.png) + +=== "🚧 FLUKA" -![Defining Fluence quantity](assets/scoring/quantity_fluence.png) + Under development -> [!NOTE] -> Quantity type supports typing letters to filter the list of available quantities. +=== "🚧 Geant4" -Such quantity won't be very useful, as it will show the fluence of all particles, including neutrons and other charged particles. -To limit the scoring to protons only, we need to add a filter. + Under development + +!!! note + Quantity type supports typing letters to filter the list of available quantities. + +Often, scoring a quantity for all passing particles won't be very useful. +In this case, to limit the scoring to protons only, we need to add a filter. #### Scoring filter -We define a filter in the FILTERS section of the SCORING tab. -By pressing `+ FILTER` (or `+ CUSTOM FILTER` in SHIELD-HIT), new filter will be added to the list of filters. -We adjust the name of the filter to `Protons` and add two rules to define proton (A=1 and Z=1): -First rule is added by clicking `ADD RULE` button and then selecting `Z` and `=` from the drop-down lists. -Then we type `1` in the text field. +=== "SHIELD-HIT12A" + + We define a filter in the FILTERS section of the SCORING tab. + By pressing `+ FILTER` (or `+ CUSTOM FILTER` in SHIELD-HIT), new filter will be added to the list of filters. + We adjust the name of the filter to `Protons` and add two rules to define proton (A=1 and Z=1): + First rule is added by clicking `ADD RULE` button and then selecting `Z` and `=` from the drop-down lists. + Then we type `1` in the text field. + + ![Rule for protons](assets/scoring/protons_rule_z_eq_1.png) + + Second rule defines the `A=1` condition. + + ![Rule for protons](assets/scoring/protons_rule_a_eq_1.png) + + Finally, we apply the filter by selecting the Filter checkbox in the `Fluence` item in the list of `YZSlab` quantities. + Then we choose `Protons` from the drop-down list of filters. -![Rule for protons](assets/scoring/protons_rule_z_eq_1.png) + ![Alt text](assets/scoring/apply_filter.png) -Second rule defines the `A=1` condition. + !!! note + For SHIELD-HIT12A specifically, you can use `+ PARTICLE FILTER` and select Protons to get the same filter effect. -![Rule for protons](assets/scoring/protons_rule_a_eq_1.png) +=== "🚧 FLUKA" -Finally, we apply the filter by selecting the Filter checkbox in the `Fluence` item in the list of `YZSlab` quantities. -Then we choose `Protons` from the drop-down list of filters. + Under development -![Alt text](assets/scoring/apply_filter.png) +=== "🚧 Geant4" -> [!NOTE] -> For SHIELD-HIT12A specifically, you can use `+ PARTICLE FILTER` and select Protons to get the same filter effect. \ No newline at end of file + Under development diff --git a/docs/settings.md b/docs/settings.md index fb76739..96d8b41 100644 --- a/docs/settings.md +++ b/docs/settings.md @@ -4,21 +4,38 @@ Particle source is defined in the `Settings` tab in the right menu of Editor vie ![Beam settings](assets/settings/beam_settings.png) -User can define the place of the source, its direction and energy. Also the beam divergence and shape can be defined. -Finally particle type and number of primaries can be set. +User can define the place of the source, its direction and energy. Also, the beam divergence and shape can be defined. +Finally, particle type and number of primaries can be set. -In our case we will move the beam to be located in front of the collimator by setting the beam position to (0,0,-1.5) cm. -The energy is adjusted to 70 MeV with 1% of energy spread, this way we can stop the beam using 1cm of lead. -Beam shape is set to a circular shape with 3cm radius (to be larger than the collimator hole). +=== "SHIELD-HIT12A" -![Setting up beam](assets/settings/beam_adjustments.png) + In our case we will move the beam to be located in front of the collimator by setting the beam position to (0,0,-1.5) cm. + The energy is adjusted to 70 MeV with 1% of energy spread, this way we can stop the beam using 1cm of lead. + Beam shape is set to a circular shape with 3cm radius (to be larger than the collimator hole). -Rest of parameters are left with default values. + ![Setting up beam](assets/settings/beam_adjustments.png) + + Rest of parameters are left with default values. + +=== "🚧 FLUKA" + + Under development + +=== "🚧 Geant4" + + Under development # Physics settings Physics settings are defined in the `Physics` area just below the `Beam` definition. -User is allowed to tune the step length via relative energy loss parameter (decreasing it will reduce the step size). -Also nuclear reactions can be turned on or off and scattering models can be selected. -![Alt text](assets/settings/physics_settings.png) \ No newline at end of file +=== "SHIELD-HIT12A" + + User is allowed to tune the step length via relative energy loss parameter (decreasing it will reduce the step size). + Also nuclear reactions can be turned on or off and scattering models can be selected. + + ![Alt text](assets/settings/physics_settings.png) + +=== "🚧 Geant4" + + Under development diff --git a/mkdocs.yml b/mkdocs.yml index 736cb90..374054f 100644 --- a/mkdocs.yml +++ b/mkdocs.yml @@ -30,4 +30,9 @@ plugins: - glightbox markdown_extensions: - - attr_list \ No newline at end of file + - attr_list + - admonition + - pymdownx.details + - pymdownx.superfences + - pymdownx.tabbed: + alternate_style: true