/* * 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 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); } }