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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 OpenMetaverse;
- using OpenMetaverse.Packets;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes;
- namespace OpenSim.Region.Framework.Interfaces
- {
- public interface IAttachmentsModule
- {
- /// <summary>
- /// Attach an object to an avatar from the world.
- /// </summary>
- /// <param name="controllingClient"></param>
- /// <param name="localID"></param>
- /// <param name="attachPoint"></param>
- /// <param name="rot"></param>
- /// <param name="silent"></param>
- void AttachObject(
- IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent);
- /// <summary>
- /// Attach an object to an avatar
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="grp"></param>
- /// <param name="AttachmentPt"></param>
- /// <param name="silent"></param>
- /// <returns>true if the object was successfully attached, false otherwise</returns>
- bool AttachObject(
- IClientAPI remoteClient, SceneObjectGroup grp, uint AttachmentPt, bool silent);
- /// <summary>
- /// Rez an attachment from user inventory and change inventory status to match.
- /// </summary>
- /// <param name="remoteClient"></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>
- UUID RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
- /// <summary>
- /// Rez an attachment from user inventory
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="itemID"></param>
- /// <param name="AttachmentPt"></param>
- /// <param name="updateinventoryStatus">
- /// If true, we also update the user's inventory to show that the attachment is set. If false, we do not.
- /// False is required so that we don't attempt to update information when a user enters a scene with the
- /// attachment already correctly set up in inventory.
- /// <returns>The uuid of the scene object that was attached. Null if the scene object could not be found</returns>
- UUID RezSingleAttachmentFromInventory(
- IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
- /// <summary>
- /// Rez multiple attachments from a user's inventory
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="header"></param>
- /// <param name="objects"></param>
- void RezMultipleAttachmentsFromInventory(
- IClientAPI remoteClient,
- RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header,
- RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects);
- /// <summary>
- /// Detach an object from the avatar.
- /// </summary>
- /// <remarks>
- /// This method is called in response to a client's detach request, so we only update the information in
- /// inventory
- /// </remarks>
- /// <param name="objectLocalID"></param>
- /// <param name="remoteClient"></param>
- void DetachObject(uint objectLocalID, IClientAPI remoteClient);
-
- /// <summary>
- /// Detach the given item to the ground.
- /// </summary>
- /// <param name="sceneObjectID"></param>
- /// <param name="remoteClient"></param>
- void DetachSingleAttachmentToGround(UUID sceneObjectID, IClientAPI remoteClient);
- /// <summary>
- /// Detach the given item so that it remains in the user's inventory.
- /// </summary>
- /// <param name="itemID">/param>
- /// <param name="remoteClient"></param>
- void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient);
-
- /// <summary>
- /// Update the position of an attachment.
- /// </summary>
- /// <param name="sog"></param>
- /// <param name="pos"></param>
- void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos);
-
- /// <summary>
- /// Update the user inventory with a changed attachment
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="grp"></param>
- /// <param name="itemID"></param>
- /// <param name="agentID"></param>
- void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID);
- }
- }
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