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P-window for short-range wakefield

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  • set the basis order to be 0 (p=0).
    Code Block
    
      FiniteElement: {
        Order: 0            //p=0 outside of the window
        CurvedSurfaces: on
      }
    

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  • set an automatic moving window that following with the beam
    Code Block
    
      PRegion: {
        Type: AutomaticMovingWindow
        Order:  2           //inside the window, p=2 (basis function order)
        Back:  0.1        //back pudding is 0.1 beamsize
        Front: 1          //front pudding is full beamsize
      }
    

Gaussian beam going through a cavity

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  • The first step is to provide beam information:
    Code Block
    
      LoadingInfo:  {
         Bunch: {
           Type: Gaussian
           Sigma: 2e-3           //Sigma (RMS) size of the bunch
           Nsigmas: 5            //beam occupies the location from -5 sigma to +5 sigma, total of 10 sigmas
           Charge: 1.            //charge
         }
         Symmetry factor: 4      //factor by which to reduce the charge to account for symmetry conditions (monopole on axis: use 4, dipole at X (or Y) offset: use 2 in connection with proper electric boundary conditions in one plane)
         StartPoint: 0. 0. 0.    //StartPoint is the position where the beam enters the structure (typically at low Z values)
         Direction: 0. 0. 1.     //Direction along which the bunch will move, at the speed of light (should be the direction of the normal of the face with BoundaryID)
         BoundaryID: 5           //The boundary ID (sidelist number from Cubit), specifies the boundary through which the bunch enters the structure (should be a flat surface, containing StartPoint)
      }
    
    *Optional: Force analytical BeamBoundaryLoading (can be used if the beampipe is cylindrical). Not required. Default is OFF.
Code Block
  Loading: {
    Type: BeamBoundaryLoading
    Analytical: on
    // Specify the right-handed coordinate system with its Z-axis along the beamline ( CrossProduct(X, Y) = Z = Direction specified above)
    Origin: 0.0 0.0 0.0
    XDirection: 1.0 0.0 0.0     //this is the direction of the beam offset, if any
    YDirection: 0.0 1.0 0.0
    Beampipe radius: 0.04
    Beam offset: 0             //offset in x-direction of the local 2D coordinate system (value needs to be consistent with StartPoint specified above)
  }

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