IAttachmentsModule.cs 6.2 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSim Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using OpenMetaverse;
  29. using OpenMetaverse.Packets;
  30. using OpenSim.Framework;
  31. using OpenSim.Region.Framework.Scenes;
  32. namespace OpenSim.Region.Framework.Interfaces
  33. {
  34. public interface IAttachmentsModule
  35. {
  36. /// <summary>
  37. /// RezAttachments. This should only be called upon login on the first region.
  38. /// Attachment rezzings on crossings and TPs are done in a different way.
  39. /// </summary>
  40. void RezAttachments(IScenePresence sp);
  41. /// <summary>
  42. /// Save the attachments that have change on this presence.
  43. /// </summary>
  44. /// <param name="sp"></param>
  45. void SaveChangedAttachments(IScenePresence sp);
  46. /// <summary>
  47. /// Delete all the presence's attachments from the scene
  48. /// </summary>
  49. /// <param name="sp">
  50. /// This is done when a root agent leaves/is demoted to child (for instance, on logout, teleport or region cross).
  51. /// </param>
  52. /// <param name="silent"></param>
  53. void DeleteAttachmentsFromScene(IScenePresence sp, bool silent);
  54. /// <summary>
  55. /// Attach an object to an avatar from the world.
  56. /// </summary>
  57. /// <param name="controllingClient"></param>
  58. /// <param name="localID"></param>
  59. /// <param name="attachPoint"></param>
  60. /// <param name="rot"></param>
  61. /// <param name="silent"></param>
  62. void AttachObject(
  63. IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent);
  64. /// <summary>
  65. /// Attach an object to an avatar
  66. /// </summary>
  67. /// <param name="remoteClient"></param>
  68. /// <param name="grp"></param>
  69. /// <param name="AttachmentPt"></param>
  70. /// <param name="silent"></param>
  71. /// <returns>true if the object was successfully attached, false otherwise</returns>
  72. bool AttachObject(
  73. IClientAPI remoteClient, SceneObjectGroup grp, uint AttachmentPt, bool silent);
  74. /// <summary>
  75. /// Rez an attachment from user inventory and change inventory status to match.
  76. /// </summary>
  77. /// <param name="remoteClient"></param>
  78. /// <param name="itemID"></param>
  79. /// <param name="AttachmentPt"></param>
  80. /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
  81. ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
  82. /// <summary>
  83. /// Rez an attachment from user inventory and change inventory status to match.
  84. /// </summary>
  85. /// <param name="sp"></param>
  86. /// <param name="itemID"></param>
  87. /// <param name="AttachmentPt"></param>
  88. /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
  89. ISceneEntity RezSingleAttachmentFromInventory(ScenePresence sp, UUID itemID, uint AttachmentPt);
  90. /// <summary>
  91. /// Rez multiple attachments from a user's inventory
  92. /// </summary>
  93. /// <param name="remoteClient"></param>
  94. /// <param name="header"></param>
  95. /// <param name="objects"></param>
  96. void RezMultipleAttachmentsFromInventory(
  97. IClientAPI remoteClient,
  98. RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header,
  99. RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects);
  100. /// <summary>
  101. /// Detach an object from the avatar.
  102. /// </summary>
  103. /// <remarks>
  104. /// This method is called in response to a client's detach request, so we only update the information in
  105. /// inventory
  106. /// </remarks>
  107. /// <param name="objectLocalID"></param>
  108. /// <param name="remoteClient"></param>
  109. void DetachObject(uint objectLocalID, IClientAPI remoteClient);
  110. /// <summary>
  111. /// Detach the given item to the ground.
  112. /// </summary>
  113. /// <param name="objectLocalID"></param>
  114. /// <param name="remoteClient"></param>
  115. void DetachSingleAttachmentToGround(uint objectLocalID, IClientAPI remoteClient);
  116. /// <summary>
  117. /// Detach the given item so that it remains in the user's inventory.
  118. /// </summary>
  119. /// <param name="itemID">/param>
  120. /// <param name="remoteClient"></param>
  121. void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient);
  122. /// <summary>
  123. /// Update the position of an attachment.
  124. /// </summary>
  125. /// <param name="sog"></param>
  126. /// <param name="pos"></param>
  127. void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos);
  128. }
  129. }