/*
* 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:
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* 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
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* 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
{
///
/// RezAttachments. This should only be called upon login on the first region.
/// Attachment rezzings on crossings and TPs are done in a different way.
///
void RezAttachments(IScenePresence sp);
///
/// Save the attachments that have change on this presence.
///
///
void SaveChangedAttachments(IScenePresence sp);
///
/// 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).
///
///
void DeleteAttachmentsFromScene(IScenePresence sp, bool silent);
///
/// Attach an object to an avatar from the world.
///
///
///
///
///
///
void AttachObject(
IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent);
///
/// Attach an object to an avatar
///
///
///
///
///
/// true if the object was successfully attached, false otherwise
bool AttachObject(
IClientAPI remoteClient, SceneObjectGroup grp, uint AttachmentPt, bool silent);
///
/// Rez an attachment from user inventory and change inventory status to match.
///
///
///
///
/// The scene object that was attached. Null if the scene object could not be found
ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
///
/// Rez multiple attachments from a user's inventory
///
///
///
///
void RezMultipleAttachmentsFromInventory(
IClientAPI remoteClient,
RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header,
RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects);
///
/// Detach an object from the avatar.
///
///
/// This method is called in response to a client's detach request, so we only update the information in
/// inventory
///
///
///
void DetachObject(uint objectLocalID, IClientAPI remoteClient);
///
/// Detach the given item to the ground.
///
///
///
void DetachSingleAttachmentToGround(uint objectLocalID, IClientAPI remoteClient);
///
/// Detach the given item so that it remains in the user's inventory.
///
/// /param>
///
void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient);
///
/// Update the position of an attachment.
///
///
///
void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos);
///
/// Update the user inventory with a changed attachment
///
///
///
///
///
void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID);
}
}