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////  detectTouchExample.js//  examples/entityScripts////  Created by Brad Hefta-Gaub on 9/3/15.//  Copyright 2015 High Fidelity, Inc.////  This is an example of an entity script which when assigned to an entity, will detect when the entity is being touched by the avatars hands////  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;     // 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;    };     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;             if (pointInExtents(leftHandPosition, entityMinPoint, entityMaxPoint) || pointInExtents(rightHandPosition, entityMinPoint, entityMaxPoint)) {                 // remember we're being grabbed so we can detect being released                _this.beingTouched = true;                 // print out that we're being grabbed                print("I'm being touched...");             } 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...");            }        },         // 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);        },         // 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();})