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////  Created by Bradley Austin Davis on 2015/08/29//  Copyright 2015 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// vec3toStr = function(v, digits) {    if (!digits) { digits = 3; }    return "{ " + v.x.toFixed(digits) + ", " + v.y.toFixed(digits) + ", " + v.z.toFixed(digits)+ " }";} quatToStr = function(q, digits) {    if (!digits) { digits = 3; }    return "{ " + q.w.toFixed(digits) + ", " + q.x.toFixed(digits) + ", " +        q.y.toFixed(digits) + ", " + q.z.toFixed(digits)+ " }";} vec3equal = function(v0, v1) {    return (v0.x == v1.x) && (v0.y == v1.y) && (v0.z == v1.z);} colorMix = function(colorA, colorB, mix) {    var result = {};    for (var key in colorA) {        result[key] = (colorA[key] * (1 - mix)) + (colorB[key] * mix);    }    return result;}scaleLine = function (start, end, scale) {    var v = Vec3.subtract(end, start);    var length = Vec3.length(v);    v = Vec3.multiply(scale, v);    return Vec3.sum(start, v);} findAction = function(name) {    return Controller.findAction(name);} addLine = function(origin, vector, color) {    if (!color) {        color = COLORS.WHITE    }    return Entities.addEntity(mergeObjects(LINE_PROTOTYPE, {        position: origin,        linePoints: [            ZERO_VECTOR,            vector,        ],        color: color    }));} // FIXME fetch from a subkey of user data to support non-destructive modificationssetEntityUserData = function(id, data) {    var json = JSON.stringify(data)    Entities.editEntity(id, { userData: json });} // FIXME do non-destructive modification of the existing user datagetEntityUserData = function(id) {    var results = null;    var properties = Entities.getEntityProperties(id, "userData");    if (properties.userData) {        try {            results = JSON.parse(properties.userData);        } catch(err) {            logDebug(err);        }    }    return results ? results : {};}  // Non-destructively modify the user data of an entity.setEntityCustomData = function(customKey, id, data) {    var userData = getEntityUserData(id);    if (data == null) {        delete userData[customKey];    } else {        userData[customKey] = data;    }    setEntityUserData(id, userData);} getEntityCustomData = function(customKey, id, defaultValue) {    var userData = getEntityUserData(id);    if (undefined != userData[customKey]) {        return userData[customKey];    } else {        return defaultValue;    }} mergeObjects = function(proto, custom) {    var result = {};    for (var attrname in proto) {        result[attrname] = proto[attrname];    }    for (var attrname in custom) {        result[attrname] = custom[attrname];    }    return result;} LOG_WARN = 1; logWarn = function(str) {    if (LOG_WARN) {        print(str);    }} LOG_ERROR = 1; logError = function(str) {    if (LOG_ERROR) {        print(str);    }} LOG_INFO = 1; logInfo = function(str) {    if (LOG_INFO) {        print(str);    }} LOG_DEBUG = 0; logDebug = function(str) {    if (LOG_DEBUG) {        print(str);    }} LOG_TRACE = 0; logTrace = function(str) {    if (LOG_TRACE) {        print(str);    }} // Computes the penetration between a point and a sphere (centered at the origin)// if point is inside sphere: returns true and stores the result in 'penetration'// (the vector that would move the point outside the sphere)// otherwise returns falsefindSphereHit = function(point, sphereRadius) {    var EPSILON = 0.000001;	//smallish positive number - used as margin of error for some computations    var vectorLength = Vec3.length(point);    if (vectorLength < EPSILON) {        return true;    }    var distance = vectorLength - sphereRadius;    if (distance < 0.0) {        return true;    }    return false;} findSpherePointHit = function(sphereCenter, sphereRadius, point) {    return findSphereHit(Vec3.subtract(point,sphereCenter), sphereRadius);} findSphereSphereHit = function(firstCenter, firstRadius, secondCenter, secondRadius) {    return findSpherePointHit(firstCenter, firstRadius + secondRadius, secondCenter);} // Given a vec3 v, return a vec3 that is the same vector relative to the avatars// DEFAULT eye position, rotated into the avatars reference frame.getEyeRelativePosition = function(v) {    return Vec3.sum(MyAvatar.getDefaultEyePosition(), Vec3.multiplyQbyV(MyAvatar.orientation, v));} getAvatarRelativeRotation = function(q) {    return Quat.multiply(MyAvatar.orientation, q);} pointInExtents = function(point, minPoint, maxPoint) {    return (point.x >= minPoint.x && point.x <= maxPoint.x) &&           (point.y >= minPoint.y && point.y <= maxPoint.y) &&           (point.z >= minPoint.z && point.z <= maxPoint.z);} /** * Converts an HSL color value to RGB. Conversion formula * adapted from http://en.wikipedia.org/wiki/HSL_color_space. * Assumes h, s, and l are contained in the set [0, 1] and * returns r, g, and b in the set [0, 255]. * * @param   Number  h       The hue * @param   Number  s       The saturation * @param   Number  l       The lightness * @return  Array           The RGB representation */hslToRgb = function(hsl) {    var r, g, b;    if (hsl.s == 0) {        r = g = b = hsl.l; // achromatic    } else {        var hue2rgb = function hue2rgb(p, q, t) {            if (t < 0) t += 1;            if (t > 1) t -= 1;            if (t < 1 / 6) return p + (q - p) * 6 * t;            if (t < 1 / 2) return q;            if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;            return p;        }         var q = hsl.l < 0.5 ? hsl.l * (1 + hsl.s) : hsl.l + hsl.s - hsl.l * hsl.s;        var p = 2 * hsl.l - q;        r = hue2rgb(p, q, hsl.h + 1 / 3);        g = hue2rgb(p, q, hsl.h);        b = hue2rgb(p, q, hsl.h - 1 / 3);    }     return {        red: Math.round(r * 255),        green: Math.round(g * 255),        blue: Math.round(b * 255)    };} map = function(value, min1, max1, min2, max2) {    return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));} orientationOf = function(vector) {    var Y_AXIS = {        x: 0,        y: 1,        z: 0    };    var X_AXIS = {        x: 1,        y: 0,        z: 0    };     var theta = 0.0;     var RAD_TO_DEG = 180.0 / Math.PI;    var direction, yaw, pitch;    direction = Vec3.normalize(vector);    yaw = Quat.angleAxis(Math.atan2(direction.x, direction.z) * RAD_TO_DEG, Y_AXIS);    pitch = Quat.angleAxis(Math.asin(-direction.y) * RAD_TO_DEG, X_AXIS);    return Quat.multiply(yaw, pitch);} randFloat = function(low, high) {    return low + Math.random() * (high - low);}  randInt = function(low, high) {    return Math.floor(randFloat(low, high));}  randomColor = function() {    return {                red: randInt(0, 255),                green: randInt(0, 255),                blue: randInt(0, 255)            }}  hexToRgb = function(hex) {    var result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);    return result ? {        red: parseInt(result[1], 16),        green: parseInt(result[2], 16),        blue: parseInt(result[3], 16)    } : null;} calculateHandSizeRatio = function() {    // Get the ratio of the current avatar's hand to Owen's hand     var standardCenterHandPoint = 0.11288;    var jointNames = MyAvatar.getJointNames();    //get distance from handJoint up to leftHandIndex3 as a proxy for center of hand    var wristToFingertipDistance = 0;;    for (var i = 0; i < jointNames.length; i++) {        var jointName = jointNames[i];        print(jointName)        if (jointName.indexOf("LeftHandIndex") !== -1) {            // translations are relative to parent joint, so simply add them together            // joints face down the y-axis            var translation = MyAvatar.getDefaultJointTranslation(i).y;            wristToFingertipDistance += translation;        }    }    // Right now units are in cm, so convert to meters    wristToFingertipDistance /= 100;     var centerHandPoint = wristToFingertipDistance/2;     // Compare against standard hand (Owen)    var handSizeRatio = centerHandPoint/standardCenterHandPoint;    return handSizeRatio;} clamp = function(val, min, max){     return Math.max(min, Math.min(max, val)) }  easeIn = function(t) {    return Math.pow(t / 1, 5);}