111 lines
4.9 KiB
C#
111 lines
4.9 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Xml;
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Interfaces
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{
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public interface IAttachmentsModule
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{
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/// <summary>
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/// RezAttachments. This should only be called upon login on the first region.
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/// Attachment rezzings on crossings and TPs are done in a different way.
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/// </summary>
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/// <param name="sp"></param>
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void RezAttachments(IScenePresence sp);
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/// <summary>
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/// Save the attachments that have change on this presence.
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/// </summary>
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/// <param name="sp"></param>
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void SaveChangedAttachments(IScenePresence sp, bool saveAllScripted);
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/// <summary>
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/// Delete all the presence's attachments from the scene
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/// This is done when a root agent leaves/is demoted to child (for instance, on logout, teleport or region cross).
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="silent"></param>
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void DeleteAttachmentsFromScene(IScenePresence sp, bool silent);
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/// <summary>
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/// Attach an object to an avatar
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="grp"></param>
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/// <param name="AttachmentPt"></param>
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/// <param name="silent"></param>
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/// <returns>true if the object was successfully attached, false otherwise</returns>
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bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo);
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/// <summary>
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/// Rez an attachment from user inventory and change inventory status to match.
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="itemID"></param>
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/// <param name="AttachmentPt"></param>
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/// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
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ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
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// Same as above, but also load script states from a separate doc
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ISceneEntity RezSingleAttachmentFromInventory(
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IScenePresence presence, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
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/// <summary>
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/// Rez multiple attachments from a user's inventory
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="rezlist"></param>
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void RezMultipleAttachmentsFromInventory(IScenePresence sp,List<KeyValuePair<UUID, uint>> rezlist);
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/// <summary>
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/// Detach the given item to the ground.
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="objectLocalID"></param>
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void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID);
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/// <summary>
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/// Detach the given item so that it remains in the user's inventory.
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/// </summary>
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/// <param name="sp">/param>
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/// <param name="itemID"></param>
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void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
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/// Update the position of an attachment.
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/// </summary>
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/// <param name="sog"></param>
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/// <param name="pos"></param>
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void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos);
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}
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}
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