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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 OpenSimulator 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
28using System;
29using System.Collections.Generic;
30using OpenSim.Framework;
31using OpenSim.Region.Framework.Scenes;
32
33namespace OpenSim.Region.Framework.Interfaces
34{
35 /// <summary>
36 /// An agent in the scene.
37 /// </summary>
38 /// <remarks>
39 /// Interface is a work in progress. Please feel free to add other required properties and methods.
40 /// </remarks>
41 public interface IScenePresence : ISceneEntity
42 {
43 /// <value>
44 /// The client controlling this presence
45 /// </value>
46 IClientAPI ControllingClient { get; }
47
48 /// <summary>
49 /// What type of presence is this? User, NPC, etc.
50 /// </summary>
51 PresenceType PresenceType { get; }
52
53 /// <summary>
54 /// Avatar appearance data.
55 /// </summary>
56 /// <remarks>
57 // Because appearance setting is in a module, we actually need
58 // to give it access to our appearance directly, otherwise we
59 // get a synchronization issue.
60 /// </remarks>
61 AvatarAppearance Appearance { get; set; }
62
63 /// <summary>
64 /// The scene objects attached to this avatar.
65 /// </summary>
66 /// <returns>
67 /// A copy of the list.
68 /// </returns>
69 /// <remarks>
70 /// Do not change this list directly - use the attachments module.
71 /// </remarks>
72 List<SceneObjectGroup> GetAttachments();
73
74 /// <summary>
75 /// The scene objects attached to this avatar at a specific attachment point.
76 /// </summary>
77 /// <param name="attachmentPoint"></param>
78 /// <returns></returns>
79 List<SceneObjectGroup> GetAttachments(uint attachmentPoint);
80
81 bool HasAttachments();
82
83 // Don't use these methods directly. Instead, use the AttachmentsModule
84 void AddAttachment(SceneObjectGroup gobj);
85 void RemoveAttachment(SceneObjectGroup gobj);
86 void ClearAttachments();
87 }
88} \ No newline at end of file