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* Copyright (c) Contributors, http://opensimulator.org/
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*
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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.
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* 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
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*/
using System;
using System.Collections.Generic;
using OpenMetaverse;
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
///
///
///
///
///
/// true if the object was successfully attached, false otherwise
bool AttachObject(IScenePresence sp, 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(IScenePresence sp, UUID itemID, uint AttachmentPt);
///
/// 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 so that it remains in the user's inventory.
///
/// /param>
///
void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
///
/// Update the position of an attachment.
///
///
///
void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos);
}
}