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////  SceneScriptingInterface.cpp//  interface/src/scripting////  Created by Sam Gateau on 2/24/15.//  Copyright 2014 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 <AddressManager.h> #include "SceneScriptingInterface.h" void SceneScriptingInterface::setStageOrientation(const glm::quat& orientation) {    _skyStage->setOriginOrientation(orientation);}void SceneScriptingInterface::setStageLocation(float longitude, float latitude, float altitude) {    _skyStage->setOriginLocation(longitude, latitude, altitude);} float SceneScriptingInterface::getStageLocationLongitude() const {    return _skyStage->getOriginLongitude();}float SceneScriptingInterface::getStageLocationLatitude() const {    return _skyStage->getOriginLatitude();}float SceneScriptingInterface::getStageLocationAltitude() const {    return _skyStage->getOriginSurfaceAltitude();} void SceneScriptingInterface::setStageDayTime(float hour) {    _skyStage->setDayTime(hour);} float SceneScriptingInterface::getStageDayTime() const {    return _skyStage->getDayTime();} void SceneScriptingInterface::setStageYearTime(int day) {    _skyStage->setYearTime(day);} int SceneScriptingInterface::getStageYearTime() const {    return _skyStage->getYearTime();} void SceneScriptingInterface::setSunColor(const glm::vec3& color) {    _skyStage->setSunColor(color);} glm::vec3 SceneScriptingInterface::getSunColor() const {    return _skyStage->getSunColor();} void SceneScriptingInterface::setSunIntensity(float intensity) {    _skyStage->setSunIntensity(intensity);} float SceneScriptingInterface::getSunIntensity() const {    return _skyStage->getSunIntensity();} void SceneScriptingInterface::setSunAmbientIntensity(float intensity) {    _skyStage->setSunAmbientIntensity(intensity);} float SceneScriptingInterface::getSunAmbientIntensity() const {    return _skyStage->getSunAmbientIntensity();} void SceneScriptingInterface::setSunDirection(const glm::vec3& direction) {    _skyStage->setSunDirection(direction);} glm::vec3 SceneScriptingInterface::getSunDirection() const {    return _skyStage->getSunDirection();} void SceneScriptingInterface::setStageEarthSunModelEnable(bool isEnabled) {    _skyStage->setEarthSunModelEnable(isEnabled);} bool SceneScriptingInterface::isStageEarthSunModelEnabled() const {
    return _skyStage->isEarthSunModelEnabled();
} model::SunSkyStagePointer SceneScriptingInterface::getSkyStage() const {    return _skyStage;} void SceneScriptingInterface::setShouldRenderAvatars(bool shouldRenderAvatars) {    if (shouldRenderAvatars != _shouldRenderAvatars) {        _shouldRenderAvatars = shouldRenderAvatars;        emit shouldRenderAvatarsChanged(_shouldRenderAvatars);    }} void SceneScriptingInterface::setShouldRenderEntities(bool shouldRenderEntities) {    if (shouldRenderEntities != _shouldRenderEntities) {        _shouldRenderEntities = shouldRenderEntities;        emit shouldRenderEntitiesChanged(_shouldRenderEntities);    }}