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////  HMDScriptingInterface.cpp//  interface/src/scripting////  Created by Thijs Wenker on 1/12/15.//  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// #include "HMDScriptingInterface.h" #include <QtScript/QScriptContext> #include "display-plugins/DisplayPlugin.h"#include <avatar/AvatarManager.h>#include "Application.h" HMDScriptingInterface::HMDScriptingInterface() {} QScriptValue HMDScriptingInterface::getHUDLookAtPosition2D(QScriptContext* context, QScriptEngine* engine) {    glm::vec3 hudIntersection;    auto instance = DependencyManager::get<HMDScriptingInterface>();    if (instance->getHUDLookAtPosition3D(hudIntersection)) {        MyAvatar* myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();        glm::vec3 sphereCenter = myAvatar->getDefaultEyePosition();        glm::vec3 direction = glm::inverse(myAvatar->getOrientation()) * (hudIntersection - sphereCenter);        glm::quat rotation = ::rotationBetween(glm::vec3(0.0f, 0.0f, -1.0f), direction);        glm::vec3 eulers = ::safeEulerAngles(rotation);        return qScriptValueFromValue<glm::vec2>(engine, Application::getInstance()->getApplicationCompositor()            .sphericalToOverlay(glm::vec2(eulers.y, -eulers.x)));    }    return QScriptValue::NullValue;} QScriptValue HMDScriptingInterface::getHUDLookAtPosition3D(QScriptContext* context, QScriptEngine* engine) {    glm::vec3 result;    auto instance = DependencyManager::get<HMDScriptingInterface>();    if (instance->getHUDLookAtPosition3D(result)) {        return qScriptValueFromValue<glm::vec3>(engine, result);    }    return QScriptValue::NullValue;} void HMDScriptingInterface::toggleMagnifier() {    qApp->getApplicationCompositor().toggleMagnifier();} bool HMDScriptingInterface::getMagnifier() const {    return Application::getInstance()->getApplicationCompositor().hasMagnifier();} bool HMDScriptingInterface::getHUDLookAtPosition3D(glm::vec3& result) const {    Camera* camera = Application::getInstance()->getCamera();    glm::vec3 position = camera->getPosition();    glm::quat orientation = camera->getOrientation();     glm::vec3 direction = orientation * glm::vec3(0.0f, 0.0f, -1.0f);     const auto& compositor = Application::getInstance()->getApplicationCompositor();     return compositor.calculateRayUICollisionPoint(position, direction, result);}