# Demonstrates scoring by various geometry divisions.
# First scorer uses geometry of the regular world.
# Second scorer uses a parallel geometry with 2 X bins.
$ Third scorer uses a parallel geoemtry with 2 Y bins.

d:Ge/World/HLX       = 2.0 m
d:Ge/World/HLY       = 2.0 m
d:Ge/World/HLZ       = 2.0 m
b:Ge/World/Invisible = "True"

s:Ge/Phantom/Type     = "TsBox"
s:Ge/Phantom/Parent   = "World"
s:Ge/Phantom/Material = "G4_WATER"
d:Ge/Phantom/HLX      = 30.0 cm
d:Ge/Phantom/HLY      = 30.0 cm
d:Ge/Phantom/HLZ      = 1.1 cm
d:Ge/Phantom/TransX   = 0. cm
d:Ge/Phantom/TransY   = 0. cm
d:Ge/Phantom/TransZ   = -30. cm
d:Ge/Phantom/RotX     = 0. deg
d:Ge/Phantom/RotY     = 0. deg
d:Ge/Phantom/RotZ     = 0. deg
s:Ge/Phantom/Color    = "blue"

# Scores in regular world
s:Sc/DoseAtPhantom/Quantity                  = "EnergyDeposit"
s:Sc/DoseAtPhantom/Component                 = "Phantom"
b:Sc/DoseAtPhantom/OutputToConsole           = "TRUE"
s:Sc/DoseAtPhantom/IfOutputFileAlreadyExists = "Overwrite"

# X binning causes creation of a parallel world for scoring
s:Sc/DoseAtPhantomParallel/Quantity                   = "EnergyDeposit"
s:Sc/DoseAtPhantomParallel/Component                  = "Phantom"
b:Sc/DoseAtPhantomParallel/OutputToConsole            = "TRUE"
s:Sc/DoseAtPhantomParallel/IfOutputFileAlreadyExists  = "Overwrite"
i:Sc/DoseAtPhantomParallel/XBins                      = 2

# Y binning causes creation of a parallel world for scoring
s:Sc/DoseAtPhantomParallel2/Quantity                  = "EnergyDeposit"
s:Sc/DoseAtPhantomParallel2/Component                 = "Phantom"
b:Sc/DoseAtPhantomParallel2/OutputToConsole           = "TRUE"
s:Sc/DoseAtPhantomParallel2/IfOutputFileAlreadyExists = "Overwrite"
i:Sc/DoseAtPhantomParallel2/YBins                     = 2

s:Gr/ViewA/Type                             = "OpenGL"
i:Gr/ViewA/WindowSizeX                      = 900
i:Gr/ViewA/WindowSizeY                      = 900
d:Gr/ViewA/Theta                            = 55 deg
d:Gr/ViewA/Phi                              = 20 deg
s:Gr/ViewA/Projection                       = "Perspective"
d:Gr/ViewA/PerspectiveAngle                 = 30 deg
u:Gr/ViewA/Zoom                             = 1.3
b:Gr/ViewA/HiddenLineRemovalForTrajectories = "True"
sv:Gr/ViewA/VisibleWorlds                   = 1 "All"

s:So/Example/Type                     = "Beam"
s:So/Example/Component                = "BeamPosition"
s:So/Example/BeamParticle             = "proton"
d:So/Example/BeamEnergy               = 169.23 MeV
u:So/Example/BeamEnergySpread         = 0.757504
s:So/Example/BeamPositionDistribution = "Gaussian"
s:So/Example/BeamPositionCutoffShape  = "Ellipse"
d:So/Example/BeamPositionCutoffX      = 10. cm
d:So/Example/BeamPositionCutoffY      = 10. cm
d:So/Example/BeamPositionSpreadX      = 0.65 cm
d:So/Example/BeamPositionSpreadY      = 0.65 cm
s:So/Example/BeamAngularDistribution  = "Gaussian"
d:So/Example/BeamAngularCutoffX       = 90. deg
d:So/Example/BeamAngularCutoffY       = 90. deg
d:So/Example/BeamAngularSpreadX       = 0.0032 rad
d:So/Example/BeamAngularSpreadY       = 0.0032 rad
i:So/Example/NumberOfHistoriesInRun   = 20

b:Ts/PauseBeforeQuit = "True"
