feat: pure Vulkan P/Invoke renderer — no wrappers, SDL3 window, SPIR-V shaders
- Engine.Graphics: restored interfaces (IRenderContext, IRenderer, RenderBackendFactory), loaders (ObjLoader, GltfLoader), ProceduralMesh, MeshMath, SceneSerializer - Engine.Graphics.Vulkan: pure P/Invoke to libvulkan.so.1/vulkan-1.dll - VulkanNative: library loading, function pointer loading via vkGetInstanceProcAddr - Vk: static function cache for ~80 Vulkan functions, all delegate types - VulkanTypes: ~50 structs, ~20 enums matching Vulkan C headers - VulkanContext: instance, physical device, logical device, surface, memory types - VulkanSwapchain: swapchain, image views, depth image, render pass, framebuffers - VulkanPipeline: graphics pipeline, descriptor set layout, shader modules - VulkanBuffer: vertex/index/uniform buffers, staging, memory allocation - VulkanRenderer: command buffers, sync (semaphores/fences), render loop, 2 frames in flight - GLSL 450 shaders: PBR lighting (Fresnel, ACES, gamma), directional+point lights - Compiled to SPIR-V via @webgpu/glslang WASM - CortexEngine.App: switched to vulkan backend, removed Raylib/OpenTK/ImGui refs - Tests: all 66 pass (ObjLoader, MeshMath, ProceduralMesh, SceneSerializer, etc.) - Camera tour: 16 poses, screenshots captured, clean shutdown
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@@ -11,8 +11,6 @@ using Engine.Core;
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using Engine.Core.Components;
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using Engine.Graphics;
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using Engine.Graphics.Loaders;
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using Engine.Graphics.OpenTK;
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using Engine.Graphics.RaylibBackend;
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using Engine.Graphics.Vulkan;
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using Engine.Physics;
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using Flecs.NET.Core;
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@@ -23,7 +21,7 @@ class Program
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{
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static async Task Main(string[] args)
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{
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Console.WriteLine("Cortex Engine — Materials, Grid, Lighting, FreeFly Camera...");
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Console.WriteLine("Cortex Engine — Vulkan Backend, Pure P/Invoke...");
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try
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{
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@@ -42,26 +40,12 @@ class Program
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var timing = new Timing();
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using var physicsWorld = new PhysicsWorld();
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RaylibBackendRegistrar.EnsureRegistered();
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VulkanBackendRegistrar.EnsureRegistered();
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OpenTKBackendRegistrar.EnsureRegistered();
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using var renderContext = RenderBackendFactory.Create("raylib", 1280, 720, enableValidation: false);
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using var renderContext = RenderBackendFactory.Create("vulkan", 1280, 720, enableValidation: true);
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var window = renderContext.Window;
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var input = window.Input;
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using var renderer = renderContext.CreateRenderer();
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// ImGui editor layer (Raylib only)
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ImGuiLayer? imGuiLayer = null;
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var objectManipulator = new ObjectManipulator();
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objectManipulator.SetImGuiAvailable(false);
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if (!cameraTour && renderer is RaylibRenderer rlRenderer)
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{
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imGuiLayer = new ImGuiLayer();
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imGuiLayer.Initialize();
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rlRenderer.ImGuiLayer = imGuiLayer;
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objectManipulator.SetImGuiAvailable(true);
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}
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var (modelPath, mcpPort) = ParseArgs(args);
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var mesh = LoadModel(modelPath);
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@@ -108,7 +92,6 @@ class Program
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if (mcpPort > 0)
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{
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// Start the MCP server in the background so AI agents can connect via HTTP.
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mcpApp = McpEngineServerHost.Create(args, queue, port: mcpPort);
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mcpTask = mcpApp.RunAsync();
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_ = mcpTask.ContinueWith(t =>
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@@ -129,7 +112,6 @@ class Program
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}
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#endif
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var frames = 0;
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var lastFpsTime = 0.0;
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var lastWidth = window.Width;
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@@ -177,7 +159,6 @@ class Program
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window.PumpEvents();
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input.BeginFrame();
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// Drain any commands that arrived from the MCP server.
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var processed = queue.ProcessPending();
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if (processed > 0)
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Console.WriteLine($"Processed {processed} AI command(s)");
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@@ -191,7 +172,6 @@ class Program
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camera.AspectRatio = (float)lastWidth / lastHeight;
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}
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// Toggle camera controller on F key press.
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if (input.IsKeyPressed(Key.F))
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{
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activeControllerIndex = (activeControllerIndex + 1) % cameraControllers.Length;
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@@ -199,7 +179,6 @@ class Program
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Console.WriteLine($"Active camera controller: {cameraController.Name}");
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}
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// Update the active camera controller from input, unless the camera tour is driving the pose.
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if (!cameraTour)
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cameraController.Update(input, (float)timing.DeltaTime);
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@@ -213,7 +192,6 @@ class Program
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tourScreenshotPending = true;
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}
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// Hold the pose for a few frames to let the GPU settle, then screenshot.
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if (tourScreenshotPending)
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{
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tourSettleFrames++;
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@@ -226,7 +204,6 @@ class Program
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}
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}
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// After the screenshot has been saved, advance to the next pose.
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if (!tourScreenshotPending && !renderer.IsScreenshotRequested)
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{
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tourIndex++;
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@@ -245,14 +222,6 @@ class Program
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}
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}
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// Object manipulation (Unity-like drag)
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if (!cameraTour)
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{
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var cam = cameraEntity.Get<Camera>();
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objectManipulator.ProcessInput(world, cam, input);
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}
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// Physics: create bodies, step, sync transforms
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if (!cameraTour)
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{
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var toInit = new List<(Entity, RigidBody, Transform)>();
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@@ -270,36 +239,19 @@ class Program
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e.Set(rb);
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}
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// Sync dragged object to physics before stepping
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objectManipulator.SyncToPhysics(physicsWorld);
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physicsWorld.Update((float)timing.DeltaTime);
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// Sync all transforms EXCEPT the dragged object
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physicsWorld.SyncTransforms(world, objectManipulator.IsDragging ? objectManipulator.GetDraggedEntity() : null);
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physicsWorld.SyncTransforms(world, null);
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}
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// Capture a demo screenshot after the scene warms up (non-tour mode only).
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if (!demoScreenshotRequested && !cameraTour && frames >= 15)
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{
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renderer.RequestScreenshot("Screenshots/demo.png");
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demoScreenshotRequested = true;
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}
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// Feed frame data to ImGui before rendering.
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if (imGuiLayer != null)
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imGuiLayer.SetFrameData(world, timing, currentFps);
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objectManipulator.SetImGuiAvailable(imGuiLayer != null);
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renderer.RenderWorld(world);
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queue.CompletePendingScreenshots();
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// Swap buffers for OpenGL backend
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if (renderContext is OpenTKRenderContext otkCtx)
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otkCtx.SwapBuffers();
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// Raylib handles swap internally in EndDrawing
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frames++;
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if (timing.TotalTime - lastFpsTime >= 1.0)
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{
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@@ -311,7 +263,6 @@ class Program
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}
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Console.WriteLine("Shutting down...");
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imGuiLayer?.Dispose();
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#if !RELEASE_AOT
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if (mcpApp != null)
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await mcpApp.StopAsync();
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@@ -369,12 +320,7 @@ class Program
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world.Entity("TorusKnot")
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.Set(new Transform(new Vector3(0, 0.5f, -6), Quaternion.Identity, new Vector3(1.5f)))
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.Set(torusKnot)
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.Set(new Material(new Vector3(0.9f, 0.9f, 0.9f), roughness: 0.25f, metallic: 0.6f, texturePath: "Content/checker.png"));
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world.Entity("CubeTextured")
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.Set(new Transform(new Vector3(-4, 0.5f, -3), Quaternion.Identity, new Vector3(0.7f)))
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.Set(mesh)
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.Set(new Material(new Vector3(0.8f, 0.8f, 0.85f), roughness: 0.4f, metallic: 0.0f, texturePath: "Content/checker.png"));
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.Set(new Material(new Vector3(0.9f, 0.9f, 0.9f), roughness: 0.25f, metallic: 0.6f));
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world.Entity("Floor")
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.Set(new Transform(new Vector3(0, -0.5f, 0), Quaternion.Identity, new Vector3(20, 0.5f, 20)))
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@@ -390,17 +336,16 @@ class Program
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private static void CreateCalibrationScene(World world, Mesh mesh)
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{
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// Colored cubes at known world positions for visual analysis of perspective and camera movement.
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var positions = new (string name, Vector3 pos, Vector3 color)[]
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{
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("CubeOrigin", new Vector3(0.0f, 0.5f, 0.0f), new Vector3(1.0f, 1.0f, 1.0f)), // white at origin
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("CubeRight", new Vector3(2.0f, 0.5f, 0.0f), new Vector3(1.0f, 0.0f, 0.0f)), // red +X
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("CubeLeft", new Vector3(-2.0f, 0.5f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f)), // green -X
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("CubeFront", new Vector3(0.0f, 0.5f, 2.0f), new Vector3(0.0f, 0.0f, 1.0f)), // blue +Z
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("CubeBack", new Vector3(0.0f, 0.5f, -2.0f), new Vector3(1.0f, 1.0f, 0.0f)), // yellow -Z
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("CubeUp", new Vector3(0.0f, 2.5f, 0.0f), new Vector3(1.0f, 0.0f, 1.0f)), // magenta +Y
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("CubeFar", new Vector3(0.0f, 0.5f, 8.0f), new Vector3(0.0f, 1.0f, 1.0f)), // cyan far +Z
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("CubeFarLeft", new Vector3(-5.0f, 0.5f, 5.0f), new Vector3(0.5f, 0.5f, 1.0f)) // light blue far corner
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("CubeOrigin", new Vector3(0.0f, 0.5f, 0.0f), new Vector3(1.0f, 1.0f, 1.0f)),
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("CubeRight", new Vector3(2.0f, 0.5f, 0.0f), new Vector3(1.0f, 0.0f, 0.0f)),
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("CubeLeft", new Vector3(-2.0f, 0.5f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f)),
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("CubeFront", new Vector3(0.0f, 0.5f, 2.0f), new Vector3(0.0f, 0.0f, 1.0f)),
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("CubeBack", new Vector3(0.0f, 0.5f, -2.0f), new Vector3(1.0f, 1.0f, 0.0f)),
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("CubeUp", new Vector3(0.0f, 2.5f, 0.0f), new Vector3(1.0f, 0.0f, 1.0f)),
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("CubeFar", new Vector3(0.0f, 0.5f, 8.0f), new Vector3(0.0f, 1.0f, 1.0f)),
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("CubeFarLeft", new Vector3(-5.0f, 0.5f, 5.0f), new Vector3(0.5f, 0.5f, 1.0f))
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};
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foreach (var (name, pos, color) in positions)
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@@ -411,7 +356,6 @@ class Program
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.Set(new Material(color, roughness: 0.5f, metallic: 0.1f));
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}
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// A large reference grid at Y=0.
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world.Entity("Grid")
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.Set(new Transform(new Vector3(0.0f, 0.0f, 0.0f), Quaternion.Identity, Vector3.One))
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.Set(ProceduralMesh.CreateGrid(20, 1.0f, new Vector3(0.5f, 0.5f, 0.55f)))
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@@ -445,13 +389,12 @@ class Program
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private static string FindModelPath(string[] args)
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{
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// Skip recognized flags so they are not treated as a model path.
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for (var i = 0; i < args.Length; i++)
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{
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var arg = args[i];
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if (arg == "--mcp-port")
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{
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i++; // skip the value
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i++;
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continue;
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}
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