IAttachmentsModule.cs 5.6 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 System.Collections.Generic;
  29. using OpenMetaverse;
  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. /// Copy attachment data from a ScenePresence into the AgentData structure for transmission to another simulator
  38. /// </summary>
  39. /// <param name='sp'></param>
  40. /// <param name='ad'></param>
  41. void CopyAttachments(IScenePresence sp, AgentData ad);
  42. /// <summary>
  43. /// Copy attachment data from an AgentData structure into a ScenePresence.
  44. /// </summary>
  45. /// <param name='ad'></param>
  46. /// <param name='sp'></param>
  47. void CopyAttachments(AgentData ad, IScenePresence sp);
  48. /// <summary>
  49. /// RezAttachments. This should only be called upon login on the first region.
  50. /// Attachment rezzings on crossings and TPs are done in a different way.
  51. /// </summary>
  52. /// <param name="sp"></param>
  53. void RezAttachments(IScenePresence sp);
  54. /// <summary>
  55. /// Derez the attachements for a scene presence that is closing.
  56. /// </summary>
  57. /// <remarks>
  58. /// Attachment changes are saved.
  59. /// </remarks>
  60. /// <param name="sp">The presence closing</param>
  61. /// <param name="saveChanged">Save changed attachments.</param>
  62. /// <param name="saveAllScripted">Save attachments with scripts even if they haven't changed.</para>
  63. void DeRezAttachments(IScenePresence sp, bool saveChanged, bool saveAllScripted);
  64. /// <summary>
  65. /// Delete all the presence's attachments from the scene
  66. /// This is done when a root agent leaves/is demoted to child (for instance, on logout, teleport or region cross).
  67. /// </summary>
  68. /// <param name="sp"></param>
  69. /// <param name="silent"></param>
  70. void DeleteAttachmentsFromScene(IScenePresence sp, bool silent);
  71. /// <summary>
  72. /// Attach an object to an avatar
  73. /// </summary>
  74. /// <param name="sp"></param>
  75. /// <param name="grp"></param>
  76. /// <param name="AttachmentPt"></param>
  77. /// <param name="silent"></param>
  78. /// <returns>true if the object was successfully attached, false otherwise</returns>
  79. bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent);
  80. /// <summary>
  81. /// Rez an attachment from user inventory and change inventory status to match.
  82. /// </summary>
  83. /// <param name="sp"></param>
  84. /// <param name="itemID"></param>
  85. /// <param name="AttachmentPt"></param>
  86. /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
  87. SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
  88. /// <summary>
  89. /// Rez multiple attachments from a user's inventory
  90. /// </summary>
  91. /// <param name="sp"></param>
  92. /// <param name="rezlist"></param>
  93. void RezMultipleAttachmentsFromInventory(IScenePresence sp,List<KeyValuePair<UUID, uint>> rezlist);
  94. /// <summary>
  95. /// Detach the given item to the ground.
  96. /// </summary>
  97. /// <param name="sp"></param>
  98. /// <param name="objectLocalID"></param>
  99. void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID);
  100. /// <summary>
  101. /// Detach the given attachment so that it remains in the user's inventory.
  102. /// </summary>
  103. /// <param name="sp">/param>
  104. /// <param name="grp">The attachment to detach.</param>
  105. void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp);
  106. /// <summary>
  107. /// Update the position of an attachment.
  108. /// </summary>
  109. /// <param name="sog"></param>
  110. /// <param name="pos"></param>
  111. void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos);
  112. }
  113. }