Files
opensim/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
Melanie e126915bc1 Change attachment handling to remove object from the scene first as per
justincc's original work. Sample scripts before doing so. Also refactor some
crucial common code and eliminate parameters that were only ever used with
the same constant value.
2012-07-23 21:39:26 +01:00

126 lines
5.5 KiB
C#

/*
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using System;
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>
/// <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>
/// <returns>true if the object was successfully attached, false otherwise</returns>
bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent);
/// <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>
SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
/// <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 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);
/// <summary>
/// Update the position of an attachment.
/// </summary>
/// <param name="sog"></param>
/// <param name="pos"></param>
void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos);
}
}