IAttachmentsModule.cs 6.1 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. /// Attach an object to an avatar from the world.
  38. /// </summary>
  39. /// <param name="controllingClient"></param>
  40. /// <param name="localID"></param>
  41. /// <param name="attachPoint"></param>
  42. /// <param name="rot"></param>
  43. /// <param name="silent"></param>
  44. void AttachObject(
  45. IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent);
  46. /// <summary>
  47. /// Attach an object to an avatar
  48. /// </summary>
  49. /// <param name="remoteClient"></param>
  50. /// <param name="grp"></param>
  51. /// <param name="AttachmentPt"></param>
  52. /// <param name="silent"></param>
  53. /// <returns>true if the object was successfully attached, false otherwise</returns>
  54. bool AttachObject(
  55. IClientAPI remoteClient, SceneObjectGroup grp, uint AttachmentPt, bool silent);
  56. /// <summary>
  57. /// Rez an attachment from user inventory and change inventory status to match.
  58. /// </summary>
  59. /// <param name="remoteClient"></param>
  60. /// <param name="itemID"></param>
  61. /// <param name="AttachmentPt"></param>
  62. /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
  63. UUID RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
  64. /// <summary>
  65. /// Rez an attachment from user inventory
  66. /// </summary>
  67. /// <param name="remoteClient"></param>
  68. /// <param name="itemID"></param>
  69. /// <param name="AttachmentPt"></param>
  70. /// <param name="updateinventoryStatus">
  71. /// If true, we also update the user's inventory to show that the attachment is set. If false, we do not.
  72. /// False is required so that we don't attempt to update information when a user enters a scene with the
  73. /// attachment already correctly set up in inventory.
  74. /// <returns>The uuid of the scene object that was attached. Null if the scene object could not be found</returns>
  75. UUID RezSingleAttachmentFromInventory(
  76. IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
  77. /// <summary>
  78. /// Rez multiple attachments from a user's inventory
  79. /// </summary>
  80. /// <param name="remoteClient"></param>
  81. /// <param name="header"></param>
  82. /// <param name="objects"></param>
  83. void RezMultipleAttachmentsFromInventory(
  84. IClientAPI remoteClient,
  85. RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header,
  86. RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects);
  87. /// <summary>
  88. /// Detach an object from the avatar.
  89. /// </summary>
  90. /// <remarks>
  91. /// This method is called in response to a client's detach request, so we only update the information in
  92. /// inventory
  93. /// </remarks>
  94. /// <param name="objectLocalID"></param>
  95. /// <param name="remoteClient"></param>
  96. void DetachObject(uint objectLocalID, IClientAPI remoteClient);
  97. /// <summary>
  98. /// Detach the given item to the ground.
  99. /// </summary>
  100. /// <param name="sceneObjectID"></param>
  101. /// <param name="remoteClient"></param>
  102. void DetachSingleAttachmentToGround(UUID sceneObjectID, IClientAPI remoteClient);
  103. /// <summary>
  104. /// Detach the given item so that it remains in the user's inventory.
  105. /// </summary>
  106. /// <param name="itemID">/param>
  107. /// <param name="remoteClient"></param>
  108. void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient);
  109. /// <summary>
  110. /// Update the position of an attachment.
  111. /// </summary>
  112. /// <param name="sog"></param>
  113. /// <param name="pos"></param>
  114. void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos);
  115. /// <summary>
  116. /// Update the user inventory with a changed attachment
  117. /// </summary>
  118. /// <param name="remoteClient"></param>
  119. /// <param name="grp"></param>
  120. /// <param name="itemID"></param>
  121. /// <param name="agentID"></param>
  122. void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID);
  123. }
  124. }