141 lines
6.3 KiB
C#
141 lines
6.3 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 OpenMetaverse;
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using OpenMetaverse.Packets;
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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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/// Attach an object to an avatar from the world.
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/// </summary>
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/// <param name="controllingClient"></param>
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/// <param name="localID"></param>
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/// <param name="attachPoint"></param>
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/// <param name="rot"></param>
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/// <param name="silent"></param>
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void AttachObject(
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IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, 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="controllingClient"></param>
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/// <param name="localID"></param>
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/// <param name="attachPoint"></param>
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/// <param name="rot"></param>
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/// <param name="attachPos"></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(
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IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, Vector3 attachPos, bool silent);
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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="remoteClient"></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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UUID RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
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/// <summary>
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/// Rez an attachment from user inventory
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="itemID"></param>
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/// <param name="AttachmentPt"></param>
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/// <param name="updateinventoryStatus">
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/// If true, we also update the user's inventory to show that the attachment is set. If false, we do not.
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/// False is required so that we don't attempt to update information when a user enters a scene with the
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/// attachment already correctly set up in inventory.
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/// <returns>The uuid of the scene object that was attached. Null if the scene object could not be found</returns>
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UUID RezSingleAttachmentFromInventory(
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IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
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// Same as above, but also load script states from a separate doc
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UUID RezSingleAttachmentFromInventory(
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IClientAPI remoteClient, 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="remoteClient"></param>
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/// <param name="header"></param>
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/// <param name="objects"></param>
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void RezMultipleAttachmentsFromInventory(
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IClientAPI remoteClient,
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RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header,
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RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects);
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/// <summary>
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/// Detach an object from the avatar.
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/// </summary>
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///
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/// This method is called in response to a client's detach request, so we only update the information in
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/// inventory
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/// <param name="objectLocalID"></param>
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/// <param name="remoteClient"></param>
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void DetachObject(uint objectLocalID, IClientAPI remoteClient);
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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="itemID"></param>
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/// <param name="remoteClient"></param>
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void DetachSingleAttachmentToGround(UUID itemID, IClientAPI remoteClient);
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/// <summary>
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/// Update the user inventory to the attachment of an item
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/// </summary>
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/// <param name="att"></param>
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/// <param name="remoteClient"></param>
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/// <param name="itemID"></param>
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/// <param name="AttachmentPt"></param>
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/// <returns></returns>
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UUID SetAttachmentInventoryStatus(
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SceneObjectGroup att, IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
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/// <summary>
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/// Update the user inventory to show a detach.
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/// </summary>
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/// <param name="itemID">
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/// A <see cref="UUID"/>
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/// </param>
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/// <param name="remoteClient">
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/// A <see cref="IClientAPI"/>
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/// </param>
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void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
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}
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}
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