/*
* 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 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.
///
///
/// This is only actually necessary for viewers which do not have a current outfit folder (these viewers make
/// their own attachment calls on login) and agents which have attachments but no viewer (e.g. NPCs).
///
///
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);
///
/// 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.
///
///
///
///
///
/// If true then add object to user inventory
/// Append to attachment point rather than replace.
/// true if the object was successfully attached, false otherwise
bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo, bool addToInventory, bool append);
///
/// 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 item to the ground at the specified coordinates & rotation
///
///
///
///
///
void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID, Vector3 absolutePos, Quaternion absoluteRot);
///
/// 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);
}
}