clockwerk-opensim – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSim Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using OpenMetaverse; |
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31 | using OpenSim.Framework; |
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32 | using OpenSim.Region.Framework.Scenes; |
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33 | |||
34 | namespace OpenSim.Region.Framework.Interfaces |
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35 | { |
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36 | public interface IAttachmentsModule |
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37 | { |
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38 | /// <summary> |
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39 | /// Copy attachment data from a ScenePresence into the AgentData structure for transmission to another simulator |
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40 | /// </summary> |
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41 | /// <param name='sp'></param> |
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42 | /// <param name='ad'></param> |
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43 | void CopyAttachments(IScenePresence sp, AgentData ad); |
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44 | |||
45 | /// <summary> |
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46 | /// Copy attachment data from an AgentData structure into a ScenePresence. |
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47 | /// </summary> |
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48 | /// <param name='ad'></param> |
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49 | /// <param name='sp'></param> |
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50 | void CopyAttachments(AgentData ad, IScenePresence sp); |
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51 | |||
52 | /// <summary> |
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53 | /// RezAttachments. This should only be called upon login on the first region. |
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54 | /// Attachment rezzings on crossings and TPs are done in a different way. |
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55 | /// </summary> |
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56 | /// <remarks> |
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57 | /// This is only actually necessary for viewers which do not have a current outfit folder (these viewers make |
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58 | /// their own attachment calls on login) and agents which have attachments but no viewer (e.g. NPCs). |
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59 | /// </remarks> |
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60 | /// <param name="sp"></param> |
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61 | void RezAttachments(IScenePresence sp); |
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62 | |||
63 | /// <summary> |
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64 | /// Derez the attachements for a scene presence that is closing. |
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65 | /// </summary> |
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66 | /// <remarks> |
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67 | /// Attachment changes are saved. |
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68 | /// </remarks> |
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69 | /// <param name="sp">The presence closing</param> |
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70 | /// <param name="saveChanged">Save changed attachments.</param> |
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71 | /// <param name="saveAllScripted">Save attachments with scripts even if they haven't changed.</para> |
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72 | void DeRezAttachments(IScenePresence sp); |
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73 | |||
74 | /// <summary> |
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75 | /// Delete all the presence's attachments from the scene |
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76 | /// This is done when a root agent leaves/is demoted to child (for instance, on logout, teleport or region cross). |
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77 | /// </summary> |
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78 | /// <param name="sp"></param> |
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79 | /// <param name="silent"></param> |
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80 | void DeleteAttachmentsFromScene(IScenePresence sp, bool silent); |
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81 | |||
82 | /// <summary> |
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83 | /// Attach an object to an avatar. |
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84 | /// </summary> |
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85 | /// <param name="sp"></param> |
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86 | /// <param name="grp"></param> |
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87 | /// <param name="AttachmentPt"></param> |
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88 | /// <param name="silent"></param> |
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89 | /// <param name="addToInventory">If true then add object to user inventory</param> |
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90 | /// <param name="append">Append to attachment point rather than replace.</param> |
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91 | /// <returns>true if the object was successfully attached, false otherwise</returns> |
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92 | bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool addToInventory, bool append); |
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93 | |||
94 | /// <summary> |
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95 | /// Rez an attachment from user inventory and change inventory status to match. |
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96 | /// </summary> |
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97 | /// <param name="sp"></param> |
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98 | /// <param name="itemID"></param> |
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99 | /// <param name="AttachmentPt"></param> |
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100 | /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> |
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101 | SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); |
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102 | |||
103 | /// <summary> |
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104 | /// Rez multiple attachments from a user's inventory |
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105 | /// </summary> |
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106 | /// <param name="sp"></param> |
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107 | /// <param name="rezlist"></param> |
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108 | void RezMultipleAttachmentsFromInventory(IScenePresence sp,List<KeyValuePair<UUID, uint>> rezlist); |
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109 | |||
110 | /// <summary> |
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111 | /// Detach the given item to the ground. |
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112 | /// </summary> |
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113 | /// <param name="sp"></param> |
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114 | /// <param name="objectLocalID"></param> |
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115 | void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID); |
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116 | |||
117 | /// <summary> |
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118 | /// Detach the given item to the ground at the specified coordinates & rotation |
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119 | /// </summary> |
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120 | /// <param name="sp"></param> |
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121 | /// <param name="objectLocalID"></param> |
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122 | /// <param name="absolutePos"></param> |
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123 | /// <param name="absoluteRot"></param> |
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124 | void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID, Vector3 absolutePos, Quaternion absoluteRot); |
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125 | |||
126 | /// <summary> |
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127 | /// Detach the given attachment so that it remains in the user's inventory. |
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128 | /// </summary> |
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129 | /// <param name="sp">/param> |
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130 | /// <param name="grp">The attachment to detach.</param> |
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131 | void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp); |
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132 | |||
133 | /// <summary> |
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134 | /// Update the position of an attachment. |
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135 | /// </summary> |
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136 | /// <param name="sog"></param> |
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137 | /// <param name="pos"></param> |
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138 | void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos); |
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139 | } |
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140 | } |