1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
|
/*
* 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
{
/// <summary>
/// Copy attachment data from a ScenePresence into the AgentData structure for transmission to another simulator
/// </summary>
/// <param name='sp'></param>
/// <param name='ad'></param>
void CopyAttachments(IScenePresence sp, AgentData ad);
/// <summary>
/// Copy attachment data from an AgentData structure into a ScenePresence.
/// </summary>
/// <param name='ad'></param>
/// <param name='sp'></param>
void CopyAttachments(AgentData ad, IScenePresence sp);
/// <summary>
/// RezAttachments. This should only be called upon login on the first region.
/// Attachment rezzings on crossings and TPs are done in a different way.
/// </summary>
/// <param name="sp"></param>
void RezAttachments(IScenePresence sp);
/// <summary>
/// Derez the attachements for a scene presence that is closing.
/// </summary>
/// <remarks>
/// Attachment changes are saved.
/// </remarks>
/// <param name="sp">The presence closing</param>
/// <param name="saveChanged">Save changed attachments.</param>
/// <param name="saveAllScripted">Save attachments with scripts even if they haven't changed.</para>
void DeRezAttachments(IScenePresence sp);
/// <summary>
/// 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).
/// </summary>
/// <param name="sp"></param>
/// <param name="silent"></param>
void DeleteAttachmentsFromScene(IScenePresence sp, bool silent);
/// <summary>
/// Attach an object to an avatar
/// </summary>
/// <param name="sp"></param>
/// <param name="grp"></param>
/// <param name="AttachmentPt"></param>
/// <param name="silent"></param>
/// <returns>true if the object was successfully attached, false otherwise</returns>
bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo);
/// <summary>
/// Rez an attachment from user inventory and change inventory status to match.
/// </summary>
/// <param name="sp"></param>
/// <param name="itemID"></param>
/// <param name="AttachmentPt"></param>
/// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
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);
/// <summary>
/// Rez multiple attachments from a user's inventory
/// </summary>
/// <param name="sp"></param>
/// <param name="rezlist"></param>
void RezMultipleAttachmentsFromInventory(IScenePresence sp,List<KeyValuePair<UUID, uint>> rezlist);
/// <summary>
/// Detach the given item to the ground.
/// </summary>
/// <param name="sp"></param>
/// <param name="objectLocalID"></param>
void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID);
/// <summary>
/// Detach the given attachment so that it remains in the user's inventory.
/// </summary>
/// <param name="sp">/param>
/// <param name="grp">The attachment to detach.</param>
void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp);
/// Update the position of an attachment.
/// </summary>
/// <param name="sog"></param>
/// <param name="pos"></param>
void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos);
}
}
|