// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // // $Id: G4VScoreWriter.hh,v 1.2 2007/11/06 09:41:34 akimura Exp $ // GEANT4 tag $Name: $ // #ifndef G4VScoreWriter_h #define G4VScoreWriter_h 1 #include "globals.hh" class G4VScoringMesh; // class description: // // This class represents storing the scored quantity into a file. // class G4VScoreWriter { public: G4VScoreWriter(); virtual ~G4VScoreWriter(); public: // store a quantity into a file virtual void DumpQuantityToFile(G4String & psName, G4String & fileName, G4String & option); // store all quantities into a file virtual void DumpAllQuantitiesToFile(G4String & fileName, G4String & option); // set a socring mesh to retrieve its quantities void SetScoringMesh(G4VScoringMesh * sm); // set a verbose level inline void SetVerboseLevel(G4int vl) { verboseLevel = vl; } protected: // get an index from (x,y,z) G4int GetIndex(G4int x, G4int y, G4int z) const; protected: G4int fNMeshSegments[3]; // number of segments of the mesh G4VScoringMesh * fScoringMesh; G4int verboseLevel; }; #endif