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////  boombox.js//  examples/entityScripts////  Created by Brad Hefta-Gaub on 9/3/15.//  Copyright 2015 High Fidelity, Inc.////  This is an example of a boom box entity script which when assigned to an entity, will detect when the entity is being touched by the avatars hands//  and start to play a boom box song////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// (function() {    Script.include("../libraries/utils.js");     var _this;    var BOOMBOX_USER_DATA_KEY = "boombox";    var THE_SONG = "http://hifi-public.s3.amazonaws.com/ryan/freaks7.wav";     // this is the "constructor" for the entity as a JS object we don't do much here, but we do want to remember    // our this object, so we can access it in cases where we're called without a this (like in the case of various global signals)    DetectTouched = function() {          _this = this;         _this.beingTouched = false;         _this.isPlaying = false;         _this.injector = null;    };     DetectTouched.prototype = {         // update() will be called regulary, because we've hooked the update signal in our preload() function.        // we will check the avatars hand positions and if either hand is in our bounding box, we will notice that        update: function() {            // because the update() signal doesn't have a valid this, we need to use our memorized _this to access our entityID            var entityID = _this.entityID;             var leftHandPosition = MyAvatar.getLeftPalmPosition();            var rightHandPosition = MyAvatar.getRightPalmPosition();            var props = Entities.getEntityProperties(entityID);            var entityMinPoint = props.boundingBox.brn;            var entityMaxPoint = props.boundingBox.tfl;             // this is our assumed boombox data if it's not known            var defaultBoomboxData = { isPlaying: false, avatarID: null };             // this handy function getEntityCustomData() is available in utils.js and it will return just the specific section            // of user data we asked for. If it's not available it returns our default data.            var boomboxData = getEntityCustomData(BOOMBOX_USER_DATA_KEY, entityID, defaultBoomboxData);             // Only allow interaction if no one else is interacting with the boombox or if we are...            if (!boomboxData.isPlaying || boomboxData.avatarID == MyAvatar.sessionUUID) {                 // If we were not previously being touched, and we just got touched, then we do our touching action.                if (pointInExtents(leftHandPosition, entityMinPoint, entityMaxPoint) || pointInExtents(rightHandPosition, entityMinPoint, entityMaxPoint)) {                     if (!_this.beingTouched) {                        print("I was just touched...");                         // remember we're being grabbed so we can detect being released                        _this.beingTouched = true;                         // determine what to do based on if we are currently playing                        if (!_this.isPlaying) {                            // if we are not currently playing, then start playing.                            print("Start playing...");                             _this.isPlaying = true;                             if (_this.injector == null) {                                _this.injector = Audio.playSound(_this.song,  {                                    position: props.position, // position of boombox entity                                    volume: 0.1,                                    loop: true                                });                            } else {                                _this.injector.restart();                            }                            setEntityCustomData(BOOMBOX_USER_DATA_KEY, entityID, { isPlaying: true, avatarID: MyAvatar.sessionUUID });                         } else {                             // if we are currently playing, then stop playing                            print("Stop playing...");                            _this.isPlaying = false;                            _this.injector.stop();                             setEntityCustomData(BOOMBOX_USER_DATA_KEY, entityID, { isPlaying: false, avatarID: null });                        } // endif (!isPlaying)                     } // endif !beingTouched                } else if (_this.beingTouched) {                    // if we are not being grabbed, and we previously were, then we were just released, remember that                    // and print out a message                    _this.beingTouched = false;                    print("I'm am no longer being touched...");                }             } else {                // end if for -- only interact if no one else is...                print("someone else is playing the boombox...");            }        },         // preload() will be called when the entity has become visible (or known) to the interface        // it gives us a chance to set our local JavaScript object up. In this case it means:        //   * remembering our entityID, so we can access it in cases where we're called without an entityID        //   * connecting to the update signal so we can check our grabbed state        preload: function(entityID) {            print("preload!");            this.entityID = entityID;            Script.update.connect(this.update);            this.song = SoundCache.getSound(THE_SONG);        },         // unload() will be called when our entity is no longer available. It may be because we were deleted,        // or because we've left the domain or quit the application. In all cases we want to unhook our connection        // to the update signal        unload: function(entityID) {            Script.update.disconnect(this.update);        },    };     // entity scripts always need to return a newly constructed object of our type    return new DetectTouched();})