//
//  scripts/system/libraries/handTouch.js
//
//  Created by Luis Cuenca on 12/29/17
//  Copyright 2017 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
//

/* jslint bitwise: true */

/* global Script, Overlays, Controller, Vec3, MyAvatar, Entities
*/

(function(){

    var updateFingerWithIndex = 0;
    
    // Keys to access finger data
    var fingerKeys = ["pinky", "ring", "middle", "index", "thumb"];
    
    // Additionally close the hands to achieve a grabbing effect 
    var grabPercent = { left: 0, 
                        right: 0 };
    
    // var isGrabbing = false;
    
    var Palm = function() {
        this.position = {x:0, y:0, z:0};
        this.perpendicular = {x:0, y:0, z:0};
        this.distance = 0;
        this.fingers = {
            pinky: {x:0, y:0, z:0}, 
            middle: {x:0, y:0, z:0}, 
            ring: {x:0, y:0, z:0}, 
            thumb: {x:0, y:0, z:0}, 
            index: {x:0, y:0, z:0}
        };
        this.set = false;
    };
    
    var palmData = {
        left: new Palm(),
        right: new Palm()
    };
    
    var handJointNames = {left: "LeftHand", right: "RightHand"};
    
    // Store which fingers are touching - if all false restate the default poses 
    var isTouching = {
        left: {
            pinky: false, 
            middle: false, 
            ring: false, 
            thumb: false, 
            index: false          
        }, right: {
            pinky: false, 
            middle: false, 
            ring: false, 
            thumb: false, 
            index: false
        }
    };
        
    // frame count for transition to default pose
    
    var countToDefault = {
        left: 0,
        right: 0
    };
    
    // joint data for opened pose
    
    var dataOpen = {
        left: {
            pinky:[{x: -0.0066, y:-0.0224, z:-0.2174, w:0.9758},{x: 0.0112, y:0.0001, z:0.0093, w:0.9999},{x: -0.0346, y:0.0003, z:-0.0073, w:0.9994}],
            ring:[{x: -0.0029, y:-0.0094, z:-0.1413, w:0.9899},{x: 0.0112, y:0.0001, z:0.0059, w:0.9999},{x: -0.0346, y:0.0002, z:-0.006, w:0.9994}],
            middle:[{x: -0.0016, y:0, z:-0.0286, w:0.9996},{x: 0.0112, y:-0.0001, z:-0.0063, w:0.9999},{x: -0.0346, y:-0.0003, z:0.0073, w:0.9994}],
            index:[{x: -0.0016, y:0.0001, z:0.0199, w:0.9998},{x: 0.0112, y:0, z:0.0081, w:0.9999},{x: -0.0346, y:0.0008, z:-0.023, w:0.9991}],
            thumb:[{x: 0.0354, y:0.0363, z:0.3275, w:0.9435},{x: -0.0945, y:0.0938, z:0.0995, w:0.9861},{x: -0.0952, y:0.0718, z:0.1382, w:0.9832}]
        }, right: {
            pinky:[{x: -0.0034, y:0.023, z:0.1051, w:0.9942},{x: 0.0106, y:-0.0001, z:-0.0091, w:0.9999},{x: -0.0346, y:-0.0003, z:0.0075, w:0.9994}],
            ring:[{x: -0.0013, y:0.0097, z:0.0311, w:0.9995},{x: 0.0106, y:-0.0001, z:-0.0056, w:0.9999},{x: -0.0346, y:-0.0002, z:0.0061, w:0.9994}],
            middle:[{x: -0.001, y:0, z:0.0285, w:0.9996},{x: 0.0106, y:0.0001, z:0.0062, w:0.9999},{x: -0.0346, y:0.0003, z:-0.0074, w:0.9994}],
            index:[{x: -0.001, y:0, z:-0.0199, w:0.9998},{x: 0.0106, y:-0.0001, z:-0.0079, w:0.9999},{x: -0.0346, y:-0.0008, z:0.0229, w:0.9991}],
            thumb:[{x: 0.0355, y:-0.0363, z:-0.3263, w:0.9439},{x: -0.0946, y:-0.0938, z:-0.0996, w:0.9861},{x: -0.0952, y:-0.0719, z:-0.1376, w:0.9833}]
        }
    };
    var dataClose = {
        left: {
            pinky:[{x: 0.5878, y:-0.1735, z:-0.1123, w:0.7821},{x: 0.5704, y:0.0053, z:0.0076, w:0.8213},{x: 0.6069, y:-0.0044, z:-0.0058, w:0.7947}],
            ring:[{x: 0.5761, y:-0.0989, z:-0.1025, w:0.8048},{x: 0.5332, y:0.0032, z:0.005, w:0.846},{x: 0.5773, y:-0.0035, z:-0.0049, w:0.8165}],
            middle:[{x: 0.543, y:-0.0469, z:-0.0333, w:0.8378},{x: 0.5419, y:-0.0034, z:-0.0053, w:0.8404},{x: 0.5015, y:0.0037, z:0.0063, w:0.8651}],
            index:[{x: 0.3051, y:-0.0156, z:-0.014, w:0.9521},{x: 0.6414, y:0.0051, z:0.0063, w:0.7671},{x: 0.5646, y:-0.013, z:-0.019, w:0.8251}],
            thumb:[{x: 0.313, y:-0.0348, z:0.3192, w:0.8938},{x: 0, y:0, z:-0.37, w:0.929},{x: 0, y:0, z:-0.2604, w:0.9655}]
        }, right: {
            pinky:[{x: 0.5881, y:0.1728, z:0.1114, w:0.7823},{x: 0.5704, y:-0.0052, z:-0.0075, w:0.8213},{x: 0.6069, y:0.0046, z:0.006, w:0.7947}],
            ring:[{x: 0.5729, y:0.1181, z:0.0898, w:0.8061},{x: 0.5332, y:-0.003, z:-0.0048, w:0.846},{x: 0.5773, y:0.0035, z:0.005, w:0.8165}],
            middle:[{x: 0.543, y:0.0468, z:0.0332, w:0.8378},{x: 0.5419, y:0.0034, z:0.0052, w:0.8404},{x: 0.5047, y:-0.0037, z:-0.0064, w:0.8632}],
            index:[{x: 0.306, y:-0.0076, z:-0.0584, w:0.9502},{x: 0.6409, y:-0.005, z:-0.006, w:0.7675},{x: 0.5646, y:0.0129, z:0.0189, w:0.8251}],
            thumb:[{x: 0.313, y:0.0352, z:-0.3181, w:0.8942},{x: 0, y:0, z:0.3698, w:0.9291},{x: 0, y:0, z:0.2609, w:0.9654}]
        }
    };
    
    // snapshot for the default pose
    
    var dataDefault = {
        left:{
            pinky:[{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            middle: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            ring: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            thumb: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            index: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
            set: false
        },
        right:{
            pinky:[{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            middle: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            ring: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            thumb: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            index: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}],
            set: false
        }
    };
    
    // joint data for the current frame
    
    var dataCurrent = {
        left:{
            pinky:[{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            middle: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            ring: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            thumb: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            index: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}]
        },
        right:{
            pinky:[{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            middle: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            ring: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            thumb: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            index: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}]
        }
    };
    
    // interpolated values on joint data to smooth movement 
    
    var dataDelta = {
        left:{
            pinky:[{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            middle: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            ring: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            thumb: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            index: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}]
        },
        right:{
            pinky:[{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            middle: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            ring: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            thumb: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], 
            index: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}]
        }
    };
    
    // Acquire an updated value per hand every 5 frames when finger is touching (faster in)
    
    var touchAnimationSteps = 5;
    
    // Acquire an updated value per hand every 10 frames when finger is returning to default position (slower out) 
    
    var defaultAnimationSteps = 10;
    
    // Debugging info
    
    var showSphere = false;
    var showLines = false;
    
    // This get setup on creation
    
    var linesCreated = false;
    var sphereCreated = false;
    
    // Register object with API Debugger 
    
    var varsToDebug = {
        scriptLoaded: false,
        toggleDebugSphere: function(){
            showSphere = !showSphere;
            if (showSphere && !sphereCreated) {
                createDebugSphere();
                sphereCreated = true;
            }
        },
        toggleDebugLines: function(){
            showLines = !showLines;
            if (showLines && !linesCreated) {
                createDebugLines();
                linesCreated = true;
            }
        },
        fingerPercent: {
            left: {
                pinky: 0.38, 
                middle: 0.38, 
                ring: 0.38, 
                thumb: 0.38, 
                index: 0.38
            } , 
            right: {
                pinky: 0.38, 
                middle: 0.38, 
                ring: 0.38, 
                thumb: 0.38, 
                index: 0.38
            }
        },
        triggerValues: {
            leftTriggerValue: 0,
            leftTriggerClicked: 0,
            rightTriggerValue: 0,
            rightTriggerClicked: 0,
            leftSecondaryValue: 0,
            rightSecondaryValue: 0
        },
        palmData: {
            left: new Palm(),
            right: new Palm()
        }, 
        offset: {x:0, y:0, z:0},
        avatarLoaded: false
    };
    
    
    // Add/Subtract the joint data - per finger joint
    
    function addVals(val1, val2, sign) {
        var val = [];
        if (val1.length != val2.length) return;
        for (var i = 0; i < val1.length; i++) {
            val.push({x: 0, y: 0, z: 0, w: 0});
            val[i].x = val1[i].x + sign*val2[i].x;
            val[i].y = val1[i].y + sign*val2[i].y;
            val[i].z = val1[i].z + sign*val2[i].z;
            val[i].w = val1[i].w + sign*val2[i].w;
        }
        return val;
    }
    
    // Multiply/Divide  the joint data - per finger joint
    
    function multiplyValsBy(val1, num) {
        var val = [];
        for (var i = 0; i < val1.length; i++) {
            val.push({x: 0, y: 0, z: 0, w: 0});
            val[i].x = val1[i].x * num;
            val[i].y = val1[i].y * num;
            val[i].z = val1[i].z * num;
            val[i].w = val1[i].w * num;
        }
        return val;
    }
    
    // Calculate the finger lengths by adding its joint lengths
    
    function getJointDistances(jointNamesArray) {
        var result = {distances: [], totalDistance: 0};
        for (var i = 1; i < jointNamesArray.length; i++) {
            var index0 = MyAvatar.getJointIndex(jointNamesArray[i-1]);
            var index1 = MyAvatar.getJointIndex(jointNamesArray[i]);
            var pos0 = MyAvatar.getJointPosition(index0);
            var pos1 = MyAvatar.getJointPosition(index1);
            var distance = Vec3.distance(pos0, pos1);
            result.distances.push(distance);
            result.totalDistance += distance;
        }
        return result;
    }
    
    function dataRelativeToWorld(side, dataIn, dataOut) {

        var handJoint = handJointNames[side];
        var jointIndex = MyAvatar.getJointIndex(handJoint);
        var worldPosHand = MyAvatar.jointToWorldPoint({x:0, y:0, z:0}, jointIndex);
        
        dataOut.position = MyAvatar.jointToWorldPoint(dataIn.position, jointIndex);
        // dataOut.perpendicular = Vec3.subtract(MyAvatar.jointToWorldPoint(dataIn.perpendicular, jointIndex), worldPosHand);
        var localPerpendicular = side == "right" ? {x:0.2, y:0, z:1} : {x:-0.2, y:0, z:1};
        dataOut.perpendicular = Vec3.normalize(Vec3.subtract(MyAvatar.jointToWorldPoint(localPerpendicular, jointIndex), worldPosHand));
        dataOut.distance = dataIn.distance;
        for (var i = 0; i < fingerKeys.length; i++) {
            var finger = fingerKeys[i];
            dataOut.fingers[finger] = MyAvatar.jointToWorldPoint(dataIn.fingers[finger], jointIndex);
        }   
    }
    
    function dataRelativeToHandJoint(side, dataIn, dataOut) {

        var handJoint = handJointNames[side];
        var jointIndex = MyAvatar.getJointIndex(handJoint);
        var worldPosHand = MyAvatar.jointToWorldPoint({x:0, y:0, z:0}, jointIndex);
        
        dataOut.position = MyAvatar.worldToJointPoint(dataIn.position, jointIndex);
        dataOut.perpendicular = MyAvatar.worldToJointPoint(Vec3.sum(worldPosHand, dataIn.perpendicular), jointIndex);
        dataOut.distance = dataIn.distance;
        for (var i = 0; i < fingerKeys.length; i++) {
            var finger = fingerKeys[i];
            dataOut.fingers[finger] = MyAvatar.worldToJointPoint(dataIn.fingers[finger], jointIndex);
        }
    }
    
    // Calculate the sphere that look up for entities, the center of the palm, perpendicular vector from the palm plane and origin of the the finger rays
    
    function estimatePalmData(side) {
        // Return data object
        var data = new Palm();        
        
        var jointOffset = { x: 0, y: 0, z: 0 }; 
        
        var upperSide = side[0].toUpperCase() + side.substring(1);
        var jointIndexHand = MyAvatar.getJointIndex(upperSide + "Hand");
        
        // Store position of the hand joint
        var worldPosHand = MyAvatar.jointToWorldPoint(jointOffset, jointIndexHand);
        var minusWorldPosHand = {x:-worldPosHand.x, y:-worldPosHand.y, z:-worldPosHand.z};
        
        // Data for finger rays
        var directions = {pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined};
        var positions = {pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined};
        
        var thumbLength = 0;
        var weightCount = 0;
        
        // Calculate palm center
        
        var handJointWeight = 1;
        var fingerJointWeight = 2;
        
        var palmCenter = {x:0, y:0, z:0};
        palmCenter = Vec3.sum(worldPosHand, palmCenter);
        
        weightCount += handJointWeight;
        
        for (var i = 0; i < fingerKeys.length; i++) {
            var finger = fingerKeys[i];
            var jointSuffixes = 4; // Get 4 joint names with suffix numbers (0, 1, 2, 3)
            var jointNames = getJointNames(side, finger, jointSuffixes);
            var fingerLength = getJointDistances(jointNames).totalDistance;
            
            var jointIndex = MyAvatar.getJointIndex(jointNames[0]);
            positions[finger] = MyAvatar.jointToWorldPoint(jointOffset, jointIndex);
            directions[finger] = Vec3.normalize(Vec3.sum(positions[finger], minusWorldPosHand));
            data.fingers[finger] = Vec3.sum(positions[finger], Vec3.multiply(fingerLength, directions[finger]));
            if (finger != "thumb") {
                // finger joints have double the weight than the hand joint
                // This would better position the palm estimation
                
                palmCenter = Vec3.sum(Vec3.multiply(fingerJointWeight, positions[finger]), palmCenter); 
                weightCount += fingerJointWeight;
            } else {
                thumbLength = fingerLength;
            }
        }
        
        // perpendicular change direction depending on the side
        
        data.perpendicular = (side == "right") ? 
                             Vec3.normalize(Vec3.cross(directions.index, directions.pinky)): 
                             Vec3.normalize(Vec3.cross(directions.pinky, directions.index));
        
        data.position = Vec3.multiply(1.0/weightCount, palmCenter);
        
        if (side == "right") varsToDebug.offset = MyAvatar.worldToJointPoint(worldPosHand, jointIndexHand);
        
        var palmDistanceMultiplier = 1.55; // 1.55 based on test/error for the sphere radius that best fits the hand
        data.distance = palmDistanceMultiplier*Vec3.distance(data.position, positions.index); 

        // move back thumb ray origin
        var thumbBackMultiplier = 0.2;
        data.fingers.thumb = Vec3.sum(data.fingers.thumb, Vec3.multiply( -thumbBackMultiplier * thumbLength, data.perpendicular));
        
        //return getDataRelativeToHandJoint(side, data);
        dataRelativeToHandJoint(side, data, palmData[side]);
        palmData[side].set = true;
        // return palmData[side];
    }
    
    // Register GlobalDebugger for API Debugger
    Script.registerValue("GlobalDebugger", varsToDebug);

    
    
    // store the rays for the fingers - only for debug purposes
    
    var fingerRays = {  
        left:{
            pinky: undefined, 
            middle: undefined, 
            ring: undefined, 
            thumb: undefined, 
            index: undefined
        }, 
        right:{
            pinky: undefined, 
            middle: undefined, 
            ring: undefined, 
            thumb: undefined, 
            index: undefined
        }
    };
    
    // Create debug overlays - finger rays + palm rays + spheres
    
    var palmRay, sphereHand;
    
    function createDebugLines() {
    
        for (var i = 0; i < fingerKeys.length; i++) {
            fingerRays.left[fingerKeys[i]] = Overlays.addOverlay("line3d", {
                color: { red: 0, green: 0, blue: 255 },
                start: { x:0, y:0, z:0 },
                end: { x:0, y:1, z:0 },
                visible: showLines
            });
            fingerRays.right[fingerKeys[i]] = Overlays.addOverlay("line3d", {
                color: { red: 0, green: 0, blue: 255 },
                start: { x:0, y:0, z:0 },
                end: { x:0, y:1, z:0 },
                visible: showLines
            });
        }
        
        palmRay = {
            left: Overlays.addOverlay("line3d", {
                color: { red: 255, green: 0, blue: 0 },
                start: { x:0, y:0, z:0 },
                end: { x:0, y:1, z:0 },
                visible: showLines
            }),
            right: Overlays.addOverlay("line3d", {
                color: { red: 255, green: 0, blue: 0 },
                start: { x:0, y:0, z:0 },
                end: { x:0, y:1, z:0 },
                visible: showLines
            })
        };
        linesCreated = true;
    }
    
    function createDebugSphere() {
            
        sphereHand = {
            right: Overlays.addOverlay("sphere", {
                position: MyAvatar.position,
                color: { red: 0, green: 255, blue: 0 },
                scale: { x: 0.01, y: 0.01, z: 0.01 },
                visible: showSphere
            }),
            left: Overlays.addOverlay("sphere", {
                position: MyAvatar.position,
                color: { red: 0, green: 255, blue: 0 },
                scale: { x: 0.01, y: 0.01, z: 0.01 },
                visible: showSphere
            })
        }; 
        sphereCreated = true;
    }
    
    function acquireDefaultPose(side) {
        for (var i = 0; i < fingerKeys.length; i++) {
            var finger = fingerKeys[i];
            var jointSuffixes = 3; // We need rotation of the 0, 1 and 2 joints
            var names = getJointNames(side, finger, jointSuffixes);
            for (var j = 0; j < names.length; j++) {
                var index = MyAvatar.getJointIndex(names[j]);
                var rotation = MyAvatar.getJointRotation(index);
                dataDefault[side][finger][j] = dataCurrent[side][finger][j] = rotation;
            }
        }
        dataDefault[side].set = true;
    }
    
    function updateSphereHand(side) {

        var data = new Palm();
        dataRelativeToWorld(side, palmData[side], data);
        varsToDebug.palmData[side] = palmData[side];
        
        var palmPoint = data.position;
        var LOOKUP_DISTANCE_MULTIPLIER = 1.5;
        var dist = LOOKUP_DISTANCE_MULTIPLIER*data.distance;
        
        // Situate the debugging overlays 
        
        var checkOffset = { x: data.perpendicular.x * dist, 
                            y: data.perpendicular.y * dist, 
                            z: data.perpendicular.z * dist };
        
        
        var spherePos = Vec3.sum(palmPoint, checkOffset);
        var checkPoint = Vec3.sum(palmPoint, Vec3.multiply(2, checkOffset));
        
        if (showLines) {
            Overlays.editOverlay(palmRay[side], {
                start: palmPoint,
                end: checkPoint,
                visible: showLines
            }); 
            for (var i = 0; i < fingerKeys.length; i++) {
                Overlays.editOverlay(fingerRays[side][fingerKeys[i]], {
                    start: data.fingers[fingerKeys[i]],
                    end: checkPoint,
                    visible: showLines
                });
            }  
        }
        
        if (showSphere) {
            Overlays.editOverlay(sphereHand[side], {
                position: spherePos,
                scale: {
                    x: 2*dist,
                    y: 2*dist,
                    z: 2*dist
                },
                visible: showSphere
            }); 
        }
        
        // Update the intersection of only one finger at a time
        
        var finger = fingerKeys[updateFingerWithIndex];
        
        var grabbables = Entities.findEntities(spherePos, dist);
        var newFingerData = dataDefault[side][finger];
        var animationSteps = defaultAnimationSteps;
        
        if (grabbables.length > 0) {    
            var origin = data.fingers[finger];
            var direction = Vec3.normalize(Vec3.subtract(checkPoint, origin));
            var intersection = Entities.findRayIntersection({origin: origin, direction: direction}, true, grabbables, [], true, false);
            var percent = 0; // Initialize
            var isAbleToGrab = intersection.intersects && intersection.distance < LOOKUP_DISTANCE_MULTIPLIER*dist;
            if (isAbleToGrab && !getTouching(side)) {
                acquireDefaultPose(side);  // take a snapshot of the default pose before touch starts
                newFingerData = dataDefault[side][finger]; // assign default pose to finger data
            }
            // Store if this finger is touching something
            isTouching[side][finger] = isAbleToGrab;
            if (isAbleToGrab) {
                // update the open/close percentage for this finger 
                
                var FINGER_REACT_MULTIPLIER = 2.8;
                
                percent = intersection.distance/(FINGER_REACT_MULTIPLIER*dist);
                
                var THUMB_FACTOR = 0.2;
                var FINGER_FACTOR = 0.05;
                
                var grabMultiplier = finger === "thumb" ? THUMB_FACTOR : FINGER_FACTOR; //  Amount of grab coefficient added to the fingers - thumb is higher
                percent += grabMultiplier * grabPercent[side];
                
                // Calculate new interpolation data
                var totalDistance = addVals(dataClose[side][finger], dataOpen[side][finger], -1);
                newFingerData = addVals(dataOpen[side][finger], multiplyValsBy(totalDistance, percent), 1); // assign close/open ratio to finger to simulate touch
                animationSteps = touchAnimationSteps;
            } 
            varsToDebug.fingerPercent[side][finger] = percent;
        }       
               
        // Calculate animation increments
        dataDelta[side][finger] = multiplyValsBy(addVals(newFingerData, dataCurrent[side][finger], -1), 1.0/animationSteps);
        
    }
    
    // Recreate the finger joint names
    
    function getJointNames(side, finger, count) {
        var names = [];
        for (var i = 1; i < count+1; i++) {
            var name = side[0].toUpperCase()+side.substring(1)+"Hand"+finger[0].toUpperCase()+finger.substring(1)+(i);
            names.push(name);
        }
        return names;
    }

    // Capture the controller values
    
    var leftTriggerPress = function (value) {
        varsToDebug.triggerValues.leftTriggerValue = value;
        // the value for the trigger increments the hand-close percentage 
        grabPercent.left = value;
    };
    var leftTriggerClick = function (value) {
        varsToDebug.triggerValues.leftTriggerClicked = value;
    };
    var rightTriggerPress = function (value) {
        varsToDebug.triggerValues.rightTriggerValue = value;
        // the value for the trigger increments the hand-close percentage 
        grabPercent.right = value;
    };
    var rightTriggerClick = function (value) {
        varsToDebug.triggerValues.rightTriggerClicked = value;
    };
    var leftSecondaryPress = function (value) {
        varsToDebug.triggerValues.leftSecondaryValue = value;
    };
    var rightSecondaryPress = function (value) {
        varsToDebug.triggerValues.rightSecondaryValue = value;
    };
    
    var MAPPING_NAME = "com.highfidelity.handTouch";
    var mapping = Controller.newMapping(MAPPING_NAME);
    mapping.from([Controller.Standard.RT]).peek().to(rightTriggerPress);
    mapping.from([Controller.Standard.RTClick]).peek().to(rightTriggerClick);
    mapping.from([Controller.Standard.LT]).peek().to(leftTriggerPress);
    mapping.from([Controller.Standard.LTClick]).peek().to(leftTriggerClick);

    mapping.from([Controller.Standard.RB]).peek().to(rightSecondaryPress);
    mapping.from([Controller.Standard.LB]).peek().to(leftSecondaryPress);
    mapping.from([Controller.Standard.LeftGrip]).peek().to(leftSecondaryPress);
    mapping.from([Controller.Standard.RightGrip]).peek().to(rightSecondaryPress);

    Controller.enableMapping(MAPPING_NAME);
    
    if (showLines && !linesCreated) {
        createDebugLines();
        linesCreated = true;
    }
    if (showSphere && !sphereCreated) {
        createDebugSphere();
        sphereCreated = true;
    }
    
    function getTouching(side) {
        var animating = false;
        for (var i = 0; i < fingerKeys.length; i++) {
            var finger = fingerKeys[i];
            animating = animating || isTouching[side][finger];
        }
        return animating; // return false only if none of the fingers are touching
    }
    
    function reEstimatePalmData() {
        ["right", "left"].forEach(function(side){
            estimatePalmData(side);
        });
    }
    
    MyAvatar.onLoadComplete.connect(function () {
        // Sometimes the rig is not ready when this signal is trigger
        console.log("avatar loaded");
        Script.setInterval(function(){
            reEstimatePalmData();
        }, 2000);
    });
    
    MyAvatar.sensorToWorldScaleChanged.connect(function(){
        reEstimatePalmData();
    });
    
    Script.scriptEnding.connect(function () {
        ["right", "left"].forEach(function(side){
            if (linesCreated) {
                Overlays.deleteOverlay(palmRay[side]); 
            }
            if (sphereCreated) {
                Overlays.deleteOverlay(sphereHand[side]); 
            }
            for (var i = 0; i < fingerKeys.length; i++) {

                var finger = fingerKeys[i];
                var jointSuffixes = 3; // We need to clear the joints 0, 1 and 2 joints
                var names = getJointNames(side, finger, jointSuffixes); 
                
                for (var j = 0; j < names.length; j++) {
                    var index = MyAvatar.getJointIndex(names[j]);
                    MyAvatar.clearJointData(index);
                }
                
                if (linesCreated) {
                    Overlays.deleteOverlay(fingerRays[side][finger]);
                }  
            }
        });

        

    });
    
    Script.update.connect(function(){
        
        // index of the finger that needs to be updated this frame
        

        
        updateFingerWithIndex = (updateFingerWithIndex < fingerKeys.length-1) ? updateFingerWithIndex + 1 : 0;
        
        
        ["right", "left"].forEach(function(side){
        
            if (!palmData[side].set) {
                reEstimatePalmData();
            }
            // recalculate the base data
            updateSphereHand(side);
            
            // this vars manage the transition to default pose
            var isHandTouching = getTouching(side);
            countToDefault[side] = isHandTouching ? 0 : countToDefault[side] + 1;
            
            
            for (var i = 0; i < fingerKeys.length; i++) {
                var finger = fingerKeys[i];
                var jointSuffixes = 3; // We need to update rotation of the 0, 1 and 2 joints
                var names = getJointNames(side, finger, jointSuffixes); 
                
                // Add the animation increments
                
                dataCurrent[side][finger] = addVals(dataCurrent[side][finger], dataDelta[side][finger], 1); 
                
                // update every finger joint
                
                for (var j = 0; j < names.length; j++) {
                    var index = MyAvatar.getJointIndex(names[j]);
                    // if no finger is touching restate the default poses
                    if (isHandTouching || (dataDefault[side].set && countToDefault[side] < 5*touchAnimationSteps)) {
                        var quatRot = dataCurrent[side][finger][j];
                        MyAvatar.setJointRotation(index, quatRot);  
                    } else {
                        MyAvatar.clearJointData(index);
                    }
                }
            }
        });
    });

}());