OpenSimMirror/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs

146 lines
6.7 KiB
C#

/*
* 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:
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* 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
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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>
/// <remarks>
/// 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).
/// </remarks>
/// <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>
/// <param name="addToInventory">If true then add object to user inventory</param>
/// <param name="append">Append to attachment point rather than replace.</param>
/// <returns>true if the object was successfully attached, false otherwise</returns>
bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent,
bool addToInventory, bool append);
/// <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 item to the ground at the specified coordinates & rotation
/// </summary>
/// <param name="sp"></param>
/// <param name="objectLocalID"></param>
/// <param name="absolutePos"></param>
/// <param name="absoluteRot"></param>
void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID, Vector3 absolutePos, Quaternion absoluteRot);
/// <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);
}
}