First stab at avatar data. Very generic

slimupdates
Melanie 2010-01-02 17:50:15 +00:00
parent c5149fe229
commit 78173996b9
1 changed files with 16 additions and 7 deletions

View File

@ -75,17 +75,26 @@ namespace OpenSim.Services.Interfaces
/// </summary>
public interface IAvatarData
{
// Not sure what to do with the non-attachment data
// That data is highly dependent on the implementation of avatars
// and I doubt it can be abstracted into this interface.
// Maybe it will never be here. Maybe that data needs to
// be processed by a module instead of being processed in
// the Scenes core code.
AttachmentData[] GetAttachments(int[] attachPoints);
int GetAttachmentPoint(UUID id);
bool SetAttachments(AttachmentData[] attachs);
bool Detach(UUID id);
// This pretty much determines which name/value pairs will be
// present below. The name/value pair describe a part of
// the avatar. For SL avatars, these would be "shape", "texture1",
// etc. For other avatars, they might be "mesh", "skin", etc.
// The value portion is a URL that is expected to resolve to an
// asset of the type required by the handler for that field.
// It is required that regions can access these URLs. Allowing
// direct access by a viewer is not required, and, if provided,
// may be read-only. A "naked" UUID can be used to refer to an
// asset int he current region's asset service, which is not
// portable, but allows legacy appearance to continue to
// function. Closed, LL-based grids will never need URLs here.
int AvatarType { get; set; }
Dictionary<string,string> Data { get; set; }
}
}