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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSim Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Xml;
- using System.Collections.Generic;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes;
- namespace OpenSim.Region.Framework.Interfaces
- {
- public interface IAttachmentsModule
- {
- /// <summary>
- /// Copy attachment data from a ScenePresence into the AgentData structure for transmission to another simulator
- /// </summary>
- /// <param name='sp'></param>
- /// <param name='ad'></param>
- void CopyAttachments(IScenePresence sp, AgentData ad);
- /// <summary>
- /// Copy attachment data from an AgentData structure into a ScenePresence.
- /// </summary>
- /// <param name='ad'></param>
- /// <param name='sp'></param>
- void CopyAttachments(AgentData ad, IScenePresence sp);
- /// <summary>
- /// RezAttachments. This should only be called upon login on the first region.
- /// Attachment rezzings on crossings and TPs are done in a different way.
- /// </summary>
- /// <remarks>
- /// This is only actually necessary for viewers which do not have a current outfit folder (these viewers make
- /// their own attachment calls on login) and agents which have attachments but no viewer (e.g. NPCs).
- /// </remarks>
- /// <param name="sp"></param>
- void RezAttachments(IScenePresence sp);
- /// <summary>
- /// Derez the attachements for a scene presence that is closing.
- /// </summary>
- /// <remarks>
- /// Attachment changes are saved.
- /// </remarks>
- /// <param name="sp">The presence closing</param>
- /// <param name="saveChanged">Save changed attachments.</param>
- /// <param name="saveAllScripted">Save attachments with scripts even if they haven't changed.</para>
- void DeRezAttachments(IScenePresence sp);
- /// <summary>
- /// Delete all the presence's attachments from the scene
- /// This is done when a root agent leaves/is demoted to child (for instance, on logout, teleport or region cross).
- /// </summary>
- /// <param name="sp"></param>
- /// <param name="silent"></param>
- void DeleteAttachmentsFromScene(IScenePresence sp, bool silent);
- /// <summary>
- /// Attach an object to an avatar.
- /// </summary>
- /// <param name="sp"></param>
- /// <param name="grp"></param>
- /// <param name="AttachmentPt"></param>
- /// <param name="silent"></param>
- /// <param name="addToInventory">If true then add object to user inventory</param>
- /// <param name="append">Append to attachment point rather than replace.</param>
- /// <returns>true if the object was successfully attached, false otherwise</returns>
- bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo, bool addToInventory, bool append);
- /// <summary>
- /// Rez an attachment from user inventory and change inventory status to match.
- /// </summary>
- /// <param name="sp"></param>
- /// <param name="itemID"></param>
- /// <param name="AttachmentPt"></param>
- /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
- ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
- // Same as above, but also load script states from a separate doc
- ISceneEntity RezSingleAttachmentFromInventory(
- IScenePresence presence, UUID itemID, uint AttachmentPt, XmlDocument doc);
- /// <summary>
- /// Rez multiple attachments from a user's inventory
- /// </summary>
- /// <param name="sp"></param>
- /// <param name="rezlist"></param>
- void RezMultipleAttachmentsFromInventory(IScenePresence sp,List<KeyValuePair<UUID, uint>> rezlist);
-
- /// <summary>
- /// Detach the given item to the ground.
- /// </summary>
- /// <param name="sp"></param>
- /// <param name="objectLocalID"></param>
- void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID);
- /// <summary>
- /// Detach the given item to the ground at the specified coordinates & rotation
- /// </summary>
- /// <param name="sp"></param>
- /// <param name="objectLocalID"></param>
- /// <param name="absolutePos"></param>
- /// <param name="absoluteRot"></param>
- void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID, Vector3 absolutePos, Quaternion absoluteRot);
- /// <summary>
- /// Detach the given attachment so that it remains in the user's inventory.
- /// </summary>
- /// <param name="sp">/param>
- /// <param name="grp">The attachment to detach.</param>
- void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp);
-
- /// Update the position of an attachment.
- /// </summary>
- /// <param name="sog"></param>
- /// <param name="pos"></param>
- void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos);
- }
- }
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