Beispiel #1
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 /// <summary>
 /// Teleport agent to another region
 /// </summary>
 /// <param name="regionHandle">handle of region to teleport agent to</param>
 /// <param name="position"><seealso cref="Vector3"/> position in destination sim to teleport to</param>
 /// <returns>true on success, false on failure</returns>
 /// <remarks>This call is blocking</remarks>
 public bool Teleport(ulong regionHandle, Vector3f position)
 {
     return Teleport(regionHandle, position, Vector3f.UnitZ);
 }
Beispiel #2
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        /// <summary>
        /// Get sim time from the appropriate packet
        /// </summary>
        /// <param name="packet">Incoming SimulatorViewerTimeMessagePacket from SL</param>
        /// <param name="simulator">Unused</param>
        private void TimeMessageHandler(Packet packet, Simulator simulator)
        {
            SimulatorViewerTimeMessagePacket time = (SimulatorViewerTimeMessagePacket)packet;
            
            sunPhase = time.TimeInfo.SunPhase;
            sunDirection = time.TimeInfo.SunDirection;
            sunAngVelocity = time.TimeInfo.SunAngVelocity;

            // TODO: Does anyone have a use for the time stuff?
        }
Beispiel #3
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 /// <summary>
 /// Rez an object from inventory
 /// </summary>
 /// <param name="simulator">Simulator to place object in</param>
 /// <param name="rotation">Rotation of the object when rezzed</param>
 /// <param name="position">Vector of where to place object</param>
 /// <param name="item">InventoryObject object containing item details</param>
 /// <param name="groupOwner">Guid of group to own the object</param>
 public Guid RequestRezFromInventory(Simulator simulator, Quaternionf rotation, Vector3f position,
     InventoryObject item, Guid groupOwner)
 {
     return RequestRezFromInventory(simulator, rotation, position, item, groupOwner, Guid.NewGuid(), false);
 }
Beispiel #4
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 public void LookAt(Vector3f origin, Vector3f target)
 {
     LookAt(origin, target, new Vector3f(0f, 0f, 1f));
 }
Beispiel #5
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 protected void Orthonormalize()
 {
     // Make sure the axis are orthagonal and normalized
     xAxis.Normalize();
     yAxis -= xAxis * (xAxis * yAxis);
     yAxis.Normalize();
     zAxis = xAxis.Cross(ref yAxis);
 }
Beispiel #6
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 public void Rotate(float angle, Vector3f rotationAxis)
 {
     Quaternionf q = new Quaternionf();
     q.FromAxisAngle(rotationAxis, angle);
     Rotate(q);
 }
Beispiel #7
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 public void LookDirection(Vector3f at)
 {
     LookDirection(at, Z_AXIS);
 }
Beispiel #8
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 private void Network_OnLoginResponse(bool loginSuccess, bool redirect, string message, string reason,
     LoginResponseData reply)
 {
     id = reply.AgentID;
     sessionID = reply.SessionID;
     secureSessionID = reply.SecureSessionID;
     firstName = reply.FirstName;
     lastName = reply.LastName;
     startLocation = reply.StartLocation;
     agentAccess = reply.AgentAccess;
     Movement.Camera.LookDirection(reply.LookAt);
     homePosition = reply.HomePosition;
     homeLookAt = reply.HomeLookAt;
 }
Beispiel #9
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            /// <summary>
            /// Decodes a byte[] array into a ParticleSystem Object
            /// </summary>
            /// <param name="data">ParticleSystem object</param>
            /// <param name="pos">Start position for BitPacker</param>
            public ParticleSystem(byte[] data, int pos)
            {
                // TODO: Not sure exactly how many bytes we need here, so partial 
                // (truncated) data will cause an exception to be thrown
                if (data.Length > 0)
                {
                    BitPack pack = new BitPack(data, pos);

                    CRC = pack.UnpackUBits(32);
                    PartFlags = pack.UnpackUBits(32);
                    Pattern = (SourcePattern)pack.UnpackByte();
                    MaxAge = pack.UnpackFixed(false, 8, 8);
                    StartAge = pack.UnpackFixed(false, 8, 8);
                    InnerAngle = pack.UnpackFixed(false, 3, 5);
                    OuterAngle = pack.UnpackFixed(false, 3, 5);
                    BurstRate = pack.UnpackFixed(false, 8, 8);
                    BurstRadius = pack.UnpackFixed(false, 8, 8);
                    BurstSpeedMin = pack.UnpackFixed(false, 8, 8);
                    BurstSpeedMax = pack.UnpackFixed(false, 8, 8);
                    BurstPartCount = pack.UnpackByte();
                    float x = pack.UnpackFixed(true, 8, 7);
                    float y = pack.UnpackFixed(true, 8, 7);
                    float z = pack.UnpackFixed(true, 8, 7);
                    AngularVelocity = new Vector3f(x, y, z);
                    x = pack.UnpackFixed(true, 8, 7);
                    y = pack.UnpackFixed(true, 8, 7);
                    z = pack.UnpackFixed(true, 8, 7);
                    PartAcceleration = new Vector3f(x, y, z);
                    Texture = pack.UnpackGuid();
                    Target = pack.UnpackGuid();

                    PartDataFlags = (ParticleDataFlags)pack.UnpackUBits(32);
                    PartMaxAge = pack.UnpackFixed(false, 8, 8);
                    byte r = pack.UnpackByte();
                    byte g = pack.UnpackByte();
                    byte b = pack.UnpackByte();
                    byte a = pack.UnpackByte();
                    PartStartColor = new Color4(r, g, b, a);
                    r = pack.UnpackByte();
                    g = pack.UnpackByte();
                    b = pack.UnpackByte();
                    a = pack.UnpackByte();
                    PartEndColor = new Color4(r, g, b, a);
                    PartStartScaleX = pack.UnpackFixed(false, 3, 5);
                    PartStartScaleY = pack.UnpackFixed(false, 3, 5);
                    PartEndScaleX = pack.UnpackFixed(false, 3, 5);
                    PartEndScaleY = pack.UnpackFixed(false, 3, 5);
                }
                else
                {
                    CRC = PartFlags = 0;
                    Pattern = SourcePattern.None;
                    MaxAge = StartAge = InnerAngle = OuterAngle = BurstRate = BurstRadius = BurstSpeedMin =
                        BurstSpeedMax = 0.0f;
                    BurstPartCount = 0;
                    AngularVelocity = PartAcceleration = Vector3f.Zero;
                    Texture = Target = Guid.Empty;
                    PartDataFlags = ParticleDataFlags.None;
                    PartMaxAge = 0.0f;
                    PartStartColor = PartEndColor = Color4.Black;
                    PartStartScaleX = PartStartScaleY = PartEndScaleX = PartEndScaleY = 0.0f;
                }
            }
Beispiel #10
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        /// <summary>
        /// Update client's Position, LookAt and region handle from incoming packet
        /// </summary>
        /// <param name="packet">Incoming AgentMovementCompletePacket</param>
        /// <param name="simulator">Unused</param>
        /// <remarks>This occurs when after an avatar moves into a new sim</remarks>
        private void MovementCompleteHandler(Packet packet, Simulator simulator)
        {
            AgentMovementCompletePacket movement = (AgentMovementCompletePacket)packet;

            relativePosition = movement.Data.Position;
            Movement.Camera.LookDirection(movement.Data.LookAt);
            simulator.Handle = movement.Data.RegionHandle;
            simulator.SimVersion = Utils.BytesToString(movement.SimData.ChannelVersion);
        }
Beispiel #11
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        /// <summary>
        /// Handler for teleport Requests
        /// </summary>
        /// <param name="packet">Incoming TeleportHandler packet</param>
        /// <param name="simulator">Simulator sending teleport information</param>
        private void TeleportHandler(Packet packet, Simulator simulator)
        {
            bool finished = false;
            TeleportFlags flags = TeleportFlags.Default;

            if (packet.Type == PacketType.TeleportStart)
            {
                TeleportStartPacket start = (TeleportStartPacket)packet;

                teleportMessage = "Teleport started";
                flags = (TeleportFlags)start.Info.TeleportFlags;
                teleportStat = TeleportStatus.Start;

                Logger.DebugLog("TeleportStart received, Flags: " + flags.ToString(), Client);
            }
            else if (packet.Type == PacketType.TeleportProgress)
            {
                TeleportProgressPacket progress = (TeleportProgressPacket)packet;

                teleportMessage = Utils.BytesToString(progress.Info.Message);
                flags = (TeleportFlags)progress.Info.TeleportFlags;
                teleportStat = TeleportStatus.Progress;

                Logger.DebugLog("TeleportProgress received, Message: " + teleportMessage + ", Flags: " + flags.ToString(), Client);
            }
            else if (packet.Type == PacketType.TeleportFailed)
            {
                TeleportFailedPacket failed = (TeleportFailedPacket)packet;

                teleportMessage = Utils.BytesToString(failed.Info.Reason);
                teleportStat = TeleportStatus.Failed;
                finished = true;

                Logger.DebugLog("TeleportFailed received, Reason: " + teleportMessage, Client);
            }
            else if (packet.Type == PacketType.TeleportFinish)
            {
                TeleportFinishPacket finish = (TeleportFinishPacket)packet;

                flags = (TeleportFlags)finish.Info.TeleportFlags;
                string seedcaps = Utils.BytesToString(finish.Info.SeedCapability);
                finished = true;

                Logger.DebugLog("TeleportFinish received, Flags: " + flags.ToString(), Client);

                // Connect to the new sim
                Simulator newSimulator = Client.Network.Connect(new IPAddress(finish.Info.SimIP),
                    finish.Info.SimPort, finish.Info.RegionHandle, true, seedcaps);

                if (newSimulator != null)
                {
                    teleportMessage = "Teleport finished";
                    teleportStat = TeleportStatus.Finished;

                    // Disconnect from the previous sim
                    Client.Network.DisconnectSim(simulator, true);

                    Logger.Log("Moved to new sim " + newSimulator.ToString(), Helpers.LogLevel.Info, Client);
                }
                else
                {
                    teleportMessage = "Failed to connect to the new sim after a teleport";
                    teleportStat = TeleportStatus.Failed;

                    // We're going to get disconnected now
                    Logger.Log(teleportMessage, Helpers.LogLevel.Error, Client);
                }
            }
            else if (packet.Type == PacketType.TeleportCancel)
            {
                //TeleportCancelPacket cancel = (TeleportCancelPacket)packet;

                teleportMessage = "Cancelled";
                teleportStat = TeleportStatus.Cancelled;
                finished = true;

                Logger.DebugLog("TeleportCancel received from " + simulator.ToString(), Client);
            }
            else if (packet.Type == PacketType.TeleportLocal)
            {
                TeleportLocalPacket local = (TeleportLocalPacket)packet;

                teleportMessage = "Teleport finished";
                flags = (TeleportFlags)local.Info.TeleportFlags;
                teleportStat = TeleportStatus.Finished;
                relativePosition = local.Info.Position;
                Movement.Camera.LookDirection(local.Info.LookAt);
                // This field is apparently not used for anything
                //local.Info.LocationID;
                finished = true;

                Logger.DebugLog("TeleportLocal received, Flags: " + flags.ToString(), Client);
            }

            if (OnTeleport != null)
            {
                try { OnTeleport(teleportMessage, teleportStat, flags); }
                catch (Exception e) { Logger.Log(e.Message, Helpers.LogLevel.Error, Client, e); }
            }

            if (finished) teleportEvent.Set();
        }
Beispiel #12
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        /// <summary>
        /// Request teleport to a another simulator
        /// </summary>
        /// <param name="regionHandle">handle of region to teleport agent to</param>
        /// <param name="position"><seealso cref="Vector3"/> position in destination sim to teleport to</param>
        /// <param name="lookAt"><seealso cref="Vector3"/> direction in destination sim agent will look at</param>
        public void RequestTeleport(ulong regionHandle, Vector3f position, Vector3f lookAt)
        {
            if (Client.Network.CurrentSim != null &&
                Client.Network.CurrentSim.Caps != null &&
                Client.Network.CurrentSim.Caps.IsEventQueueRunning)
            {
                TeleportLocationRequestPacket teleport = new TeleportLocationRequestPacket();
                teleport.AgentData.AgentID = Client.Self.AgentID;
                teleport.AgentData.SessionID = Client.Self.SessionID;
                teleport.Info.LookAt = lookAt;
                teleport.Info.Position = position;
                teleport.Info.RegionHandle = regionHandle;

                Logger.Log("Requesting teleport to region handle " + regionHandle.ToString(), Helpers.LogLevel.Info, Client);

                Client.Network.SendPacket(teleport);
            }
            else
            {
                teleportMessage = "CAPS event queue is not running";
                teleportEvent.Set();
                teleportStat = TeleportStatus.Failed;
            }
        }
Beispiel #13
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 /// <summary>
 /// Request teleport to a another simulator
 /// </summary>
 /// <param name="regionHandle">handle of region to teleport agent to</param>
 /// <param name="position"><seealso cref="Vector3"/> position in destination sim to teleport to</param>
 public void RequestTeleport(ulong regionHandle, Vector3f position)
 {
     RequestTeleport(regionHandle, position, Vector3f.UnitZ);
 }
Beispiel #14
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        /// <summary>
        /// Teleport agent to another region
        /// </summary>
        /// <param name="regionHandle">handle of region to teleport agent to</param>
        /// <param name="position"><seealso cref="Vector3"/> position in destination sim to teleport to</param>
        /// <param name="lookAt"><seealso cref="Vector3"/> direction in destination sim agent will look at</param>
        /// <returns>true on success, false on failure</returns>
        /// <remarks>This call is blocking</remarks>
        public bool Teleport(ulong regionHandle, Vector3f position, Vector3f lookAt)
        {
            if (Client.Network.CurrentSim == null ||
                Client.Network.CurrentSim.Caps == null ||
                !Client.Network.CurrentSim.Caps.IsEventQueueRunning)
            {
                // Wait a bit to see if the event queue comes online
                AutoResetEvent queueEvent = new AutoResetEvent(false);
                NetworkManager.EventQueueRunningCallback queueCallback =
                    delegate(Simulator simulator)
                    {
                        if (simulator == Client.Network.CurrentSim)
                            queueEvent.Set();
                    };

                Client.Network.OnEventQueueRunning += queueCallback;
                queueEvent.WaitOne(10 * 1000, false);
                Client.Network.OnEventQueueRunning -= queueCallback;
            }

            teleportStat = TeleportStatus.None;
            teleportEvent.Reset();

            RequestTeleport(regionHandle, position, lookAt);

            teleportEvent.WaitOne(Client.Settings.TELEPORT_TIMEOUT, false);

            if (teleportStat == TeleportStatus.None ||
                teleportStat == TeleportStatus.Start ||
                teleportStat == TeleportStatus.Progress)
            {
                teleportMessage = "Teleport timed out.";
                teleportStat = TeleportStatus.Failed;
            }

            return (teleportStat == TeleportStatus.Finished);
        }
Beispiel #15
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        public CoordinateFrame(Vector3f origin, Quaternionf rotation)
        {
            Matrix4f m = new Matrix4f();
            m.FromQuaternion(rotation);

            this.origin = origin;
            xAxis = new Vector3f(m.M11, m.M21, m.M31);
            yAxis = new Vector3f(m.M12, m.M22, m.M32);
            zAxis = new Vector3f(m.M13, m.M23, m.M33);

            if (!IsFinite())
                throw new ArgumentException("Non-finite in CoordinateFrame constructor");
        }
Beispiel #16
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 public Ray(Vector3f origin, Vector3f direction)
 {
     Origin = origin;
     Direction = direction;
 }
Beispiel #17
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 public void ResetAxes()
 {
     xAxis = X_AXIS;
     yAxis = Y_AXIS;
     zAxis = Z_AXIS;
 }
Beispiel #18
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 /// <summary>
 /// Get a parcels LocalID
 /// </summary>
 /// <param name="simulator">Simulator parcel is in</param>
 /// <param name="position">Vector3 position in simulator (Z not used)</param>
 /// <returns>0 on failure, or parcel LocalID on success.</returns>
 /// <remarks>A call to <code>Parcels.RequestAllSimParcels</code> is required to populate map and
 /// dictionary.</remarks>
 public int GetParcelLocalID(Simulator simulator, Vector3f position)
 {
     return simulator.ParcelMap[(byte)position.Y / 4, (byte)position.X / 4];
 }
Beispiel #19
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        public void Rotate(Matrix4f m)
        {
            xAxis = xAxis.Transform(ref m);
            yAxis = yAxis.Transform(ref m);

            Orthonormalize();

            if (!IsFinite())
                throw new Exception("Non-finite in CoordinateFrame.Rotate()");
        }
Beispiel #20
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 /// <summary>
 /// Defalt constructor
 /// </summary>
 /// <param name="localID">Local ID of this parcel</param>
 public Parcel(int localID)
 {
     LocalID = localID;
     SelfCount = 0;
     OtherCount = 0;
     PublicCount = 0;
     OwnerID = Guid.Empty;
     IsGroupOwned = false;
     AuctionID = 0;
     ClaimDate = Utils.Epoch;
     ClaimPrice = 0;
     RentPrice = 0;
     AABBMin = Vector3f.Zero;
     AABBMax = Vector3f.Zero;
     Bitmap = new byte[0];
     Area = 0;
     Status = ParcelStatus.None;
     SimWideMaxPrims = 0;
     SimWideTotalPrims = 0;
     MaxPrims = 0;
     TotalPrims = 0;
     OwnerPrims = 0;
     GroupPrims = 0;
     OtherPrims = 0;
     ParcelPrimBonus = 0;
     OtherCleanTime = 0;
     Flags = ParcelFlags.None;
     SalePrice = 0;
     Name = String.Empty;
     Desc = String.Empty;
     MusicURL = String.Empty;
     GroupID = Guid.Empty;
     PassPrice = 0;
     PassHours = 0;
     Category = ParcelCategory.None;
     AuthBuyerID = Guid.Empty;
     SnapshotID = Guid.Empty;
     UserLocation = Vector3f.Zero;
     UserLookAt = Vector3f.Zero;
     Landing = LandingType.None;
     Dwell = 0;
     RegionDenyAnonymous = false;
     RegionPushOverride = false;
     AccessWhiteList = new List<ParcelManager.ParcelAccessEntry>();
     AccessBlackList = new List<ParcelManager.ParcelAccessEntry>(0);
     RegionDenyAgeUnverified = false;
     Media = new ParcelMedia();
     ObscureMedia = false;
     ObscureMusic = false;
 }
Beispiel #21
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        /// <summary>
        /// 
        /// </summary>
        /// <param name="at">Looking direction, must be a normalized vector</param>
        /// <param name="upDirection">Up direction, must be a normalized vector</param>
        public void LookDirection(Vector3f at, Vector3f upDirection)
        {
            // The two parameters cannot be parallel
            Vector3f left = upDirection.Cross(ref at);
            if (left == Vector3f.Zero)
            {
                // Prevent left from being zero
                at.X += 0.01f;
                at.Normalize();
                left = upDirection.Cross(ref at);
            }
            left.Normalize();

            xAxis = at;
            yAxis = left;
            zAxis = at.Cross(ref left);
        }
Beispiel #22
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		public Vector4f Cross(Vector3f vector) {
		}
Beispiel #23
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        public void LookAt(Vector3f origin, Vector3f target, Vector3f upDirection)
        {
            this.origin = origin;
            Vector3f at = target - origin;
            at.Normalize();

            LookDirection(at, upDirection);
        }
Beispiel #24
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        public CoordinateFrame(Vector3f origin, Vector3f direction)
        {
            this.origin = origin;
            LookDirection(direction);

            if (!IsFinite())
                throw new ArgumentException("Non-finite in CoordinateFrame constructor");
        }
Beispiel #25
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        public CoordinateFrame(Vector3f origin)
        {
            this.origin = origin;
            xAxis = X_AXIS;
            yAxis = Y_AXIS;
            zAxis = Z_AXIS;

            if (!this.origin.IsFinite())
                throw new ArgumentException("Non-finite in CoordinateFrame constructor");
        }
Beispiel #26
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        public CoordinateFrame(Vector3f origin, Vector3f xAxis, Vector3f yAxis, Vector3f zAxis)
        {
            this.origin = origin;
            this.xAxis = xAxis;
            this.yAxis = yAxis;
            this.zAxis = zAxis;

            if (!IsFinite())
                throw new ArgumentException("Non-finite in CoordinateFrame constructor");
        }
Beispiel #27
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 /// <summary>
 /// Rez an object from inventory
 /// </summary>
 /// <param name="simulator">Simulator to place object in</param>
 /// <param name="rotation">Rotation of the object when rezzed</param>
 /// <param name="position">Vector of where to place object</param>
 /// <param name="item">InventoryObject object containing item details</param>
 public Guid RequestRezFromInventory(Simulator simulator, Quaternionf rotation, Vector3f position,
     InventoryObject item)
 {
     return RequestRezFromInventory(simulator, rotation, position, item, _Client.Self.ActiveGroup,
         Guid.NewGuid(), false);
 }
Beispiel #28
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        public CoordinateFrame(Vector3f origin, Matrix4f rotation)
        {
            this.origin = origin;
            xAxis = new Vector3f(rotation.M11, rotation.M21, rotation.M31);
            yAxis = new Vector3f(rotation.M12, rotation.M22, rotation.M32);
            zAxis = new Vector3f(rotation.M13, rotation.M23, rotation.M33);

            if (!IsFinite())
                throw new ArgumentException("Non-finite in CoordinateFrame constructor");
        }
Beispiel #29
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        /// <summary>
        /// Rez an object from inventory
        /// </summary>
        /// <param name="simulator">Simulator to place object in</param>
        /// <param name="rotation">Rotation of the object when rezzed</param>
        /// <param name="position">Vector of where to place object</param>
        /// <param name="item">InventoryObject object containing item details</param>
        /// <param name="groupOwner">Guid of group to own the object</param>        
        /// <param name="queryID">User defined queryID to correlate replies</param>
        /// <param name="requestObjectDetails">if set to true the simulator
        /// will automatically send object detail packet(s) back to the client</param>
        public Guid RequestRezFromInventory(Simulator simulator, Quaternionf rotation, Vector3f position,
            InventoryObject item, Guid groupOwner, Guid queryID, bool requestObjectDetails)
        {
            RezObjectPacket add = new RezObjectPacket();

            add.AgentData.AgentID = _Client.Self.AgentID;
            add.AgentData.SessionID = _Client.Self.SessionID;
            add.AgentData.GroupID = groupOwner;

            add.RezData.FromTaskID = Guid.Empty;
            add.RezData.BypassRaycast = 1;
            add.RezData.RayStart = position;
            add.RezData.RayEnd = position;
            add.RezData.RayTargetID = Guid.Empty;
            add.RezData.RayEndIsIntersection = false;
            add.RezData.RezSelected = requestObjectDetails;
            add.RezData.RemoveItem = false;
            add.RezData.ItemFlags = (uint)item.Flags;
            add.RezData.GroupMask = (uint)item.Permissions.GroupMask;
            add.RezData.EveryoneMask = (uint)item.Permissions.EveryoneMask;
            add.RezData.NextOwnerMask = (uint)item.Permissions.NextOwnerMask;

            add.InventoryData.ItemID = item.Guid;
            add.InventoryData.FolderID = item.ParentGuid;
            add.InventoryData.CreatorID = item.CreatorID;
            add.InventoryData.OwnerID = item.OwnerID;
            add.InventoryData.GroupID = item.GroupID;
            add.InventoryData.BaseMask = (uint)item.Permissions.BaseMask;
            add.InventoryData.OwnerMask = (uint)item.Permissions.OwnerMask;
            add.InventoryData.GroupMask = (uint)item.Permissions.GroupMask;
            add.InventoryData.EveryoneMask = (uint)item.Permissions.EveryoneMask;
            add.InventoryData.NextOwnerMask = (uint)item.Permissions.NextOwnerMask;
            add.InventoryData.GroupOwned = item.GroupOwned;
            add.InventoryData.TransactionID = queryID;
            add.InventoryData.Type = (sbyte)item.InventoryType;
            add.InventoryData.InvType = (sbyte)item.InventoryType;
            add.InventoryData.Flags = (uint)item.Flags;
            add.InventoryData.SaleType = (byte)item.SaleType;
            add.InventoryData.SalePrice = item.SalePrice;
            add.InventoryData.Name = Utils.StringToBytes(item.Name);
            add.InventoryData.Description = Utils.StringToBytes(item.Description);
            add.InventoryData.CreationDate = (int)Utils.DateTimeToUnixTime(item.CreationDate);

            _Client.Network.SendPacket(add, simulator);

            return queryID;
        }
Beispiel #30
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        /// <summary>
        /// Attempt to look up a simulator name and teleport to the discovered
        /// destination
        /// </summary>
        /// <param name="simName">Region name to look up</param>
        /// <param name="position">Position to teleport to</param>
        /// <param name="lookAt">Target to look at</param>
        /// <returns>True if the lookup and teleport were successful, otherwise
        /// false</returns>
        public bool Teleport(string simName, Vector3f position, Vector3f lookAt)
        {
            teleportStat = TeleportStatus.None;
            simName = simName.ToLower();

            if (simName != Client.Network.CurrentSim.Name.ToLower())
            {
                // Teleporting to a foreign sim
                GridRegion region;

                if (Client.Grid.GetGridRegion(simName, GridLayerType.Objects, out region))
                {
                    return Teleport(region.RegionHandle, position, lookAt);
                }
                else
                {
                    teleportMessage = "Unable to resolve name: " + simName;
                    teleportStat = TeleportStatus.Failed;
                    return false;
                }
            }
            else
            {
                // Teleporting to the sim we're already in
                return Teleport(Client.Network.CurrentSim.Handle, position, lookAt);
            }
        }