/*
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
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* 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
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*/
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
{
///
/// Copy attachment data from a ScenePresence into the AgentData structure for transmission to another simulator
///
///
///
void CopyAttachments(IScenePresence sp, AgentData ad);
///
/// Copy attachment data from an AgentData structure into a ScenePresence.
///
///
///
void CopyAttachments(AgentData ad, IScenePresence sp);
///
/// 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);
///
/// Derez the attachements for a scene presence that is closing.
///
///
/// Attachment changes are saved.
///
/// The presence closing
/// Save changed attachments.
/// Save attachments with scripts even if they haven't changed.
void DeRezAttachments(IScenePresence sp, bool saveChanged, bool saveAllScripted);
///
/// 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
///
///
///
///
///
/// true if the object was successfully attached, false otherwise
bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo);
///
/// 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(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);
///
/// Rez multiple attachments from a user's inventory
///
///
///
void RezMultipleAttachmentsFromInventory(IScenePresence sp,List> rezlist);
///
/// Detach the given item to the ground.
///
///
///
void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID);
///
/// Detach the given attachment so that it remains in the user's inventory.
///
/// /param>
/// The attachment to detach.
void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp);
/// Update the position of an attachment.
///
///
///
void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos);
}
}