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DavidQ
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Clean up leftover engine/vector residue after vector boundary moves
BUILD_PR_LEVEL_01_ENGINE_VECTOR_RESIDUE_CLEANUP
1 parent 4b23d62 commit 8dbb853

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docs/dev/CODEX_COMMANDS.md

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REASONING: high
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COMMAND:
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Create `BUILD_PR_LEVEL_01_SCENE_SCENES_BOUNDARY_NORMALIZATION`.
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Create `BUILD_PR_LEVEL_01_ENGINE_VECTOR_RESIDUE_CLEANUP`.
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Implement one clear scene boundary decision:
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Implement a surgical cleanup of the leftover `engine/vector/` residue.
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1. Do NOT keep both `scene` and `scenes` as competing top-level engine concepts when they overlap.
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2. Prefer `src/engine/scene/` as the single engine domain boundary.
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3. Treat plural "scenes" as content collections/instances owned by games or samples where appropriate, not as a competing engine boundary.
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4. Normalize imports/exports to that one truth.
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5. Keep ownership clear:
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- engine owns reusable scene runtime logic only
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- game/sample-specific scene content stays in its owning layer unless truly reusable
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6. Keep the changes surgical.
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7. Update roadmap/status only if needed and only by status markers or additive truth-safe structure clarification.
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8. Validate:
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Required work:
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1. Audit the remaining contents of `engine/vector/`.
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2. For each remaining item, classify it as:
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- stale residue to remove
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- real content to move to the correct modern home
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- temporary compatibility surface that must remain
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3. Preferred outcome:
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- if the folder is only stale residue, remove it cleanly
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- if it contains real content, move that content first, then remove the stale shell if possible
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4. Respect current boundary decisions:
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- rendering-owned vector drawing stays with rendering
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- shared math/utility-owned vector math stays in shared math/utility
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5. Normalize lingering imports pointing at `engine/vector/`.
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6. Validate:
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- imports remain green
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- no duplicate scene/scenes top-level ambiguity remains
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- engine scene ownership is clearer
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- section 1 residue is reduced or closed truthfully
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- no misleading old vector boundary remains unless a temporary compatibility reason is explicitly documented
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- section-1 truth is improved
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7. Update roadmap status markers only if truthfully supported.
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Final packaging step is REQUIRED:
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`<project folder>/tmp/BUILD_PR_LEVEL_01_SCENE_SCENES_BOUNDARY_NORMALIZATION.zip`
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`<project folder>/tmp/BUILD_PR_LEVEL_01_ENGINE_VECTOR_RESIDUE_CLEANUP.zip`
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Hard rules:
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- implementation by Codex

docs/dev/COMMIT_COMMENT.txt

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Normalize scene vs scenes into one engine boundary
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BUILD_PR_LEVEL_01_SCENE_SCENES_BOUNDARY_NORMALIZATION
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Clean up leftover engine/vector residue after vector boundary moves
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BUILD_PR_LEVEL_01_ENGINE_VECTOR_RESIDUE_CLEANUP
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- Added PR to collapse scene/scenes ambiguity into one engine boundary
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- Recommends keeping scene as the engine domain and moving content-owned scenes to their owning layer
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- Keeps section-1 normalization surgical and truth-based
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- Added residue-cleanup PR for the leftover engine/vector folder
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- Requires audit, move-or-remove classification, and import normalization
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- Aims to eliminate misleading legacy vector ownership during section-1 closeout
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- only one top-level engine scene boundary remains
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- scene no longer competes with scenes as a parallel engine concept
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- imports/exports normalized and valid
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- game/sample scene content ownership is clearer
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- remaining engine/vector contents were audited
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- stale residue removed or real content moved
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- lingering imports normalized
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- old vector boundary no longer misleads structure truth
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- roadmap/status handling remains truth-safe
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- output ZIP created at:
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<project folder>/tmp/BUILD_PR_LEVEL_01_SCENE_SCENES_BOUNDARY_NORMALIZATION.zip
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<project folder>/tmp/BUILD_PR_LEVEL_01_ENGINE_VECTOR_RESIDUE_CLEANUP.zip
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# BUILD_PR_LEVEL_01_ENGINE_VECTOR_RESIDUE_CLEANUP
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## Purpose
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Clean up the leftover `engine/vector/` residue now that the vector classes/content have already been moved elsewhere.
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## Problem
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The old `engine/vector/` folder and remaining content still exist even though the intended classes were already moved.
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That creates:
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- stale ownership ambiguity
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- legacy import risk
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- false structure signals during section-1 closeout
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## Scope
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### A. Residue audit
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Codex must inspect the remaining `engine/vector/` folder and classify each remaining item as one of:
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- stale residue that should be removed
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- still-owned content that must be moved to its correct current home
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- compatibility surface that must remain temporarily but should be marked clearly
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### B. Cleanup rule
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Preferred outcome:
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- if the folder is only stale residue, remove it cleanly
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- if it still contains real content, move that content to the correct modern home first
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- do not leave `engine/vector/` as an ambiguous half-alive legacy boundary
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### C. Boundary truth
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Use current boundary decisions already established or in-flight:
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- rendering-owned vector drawing stays with rendering
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- shared math/utility-owned vector math stays in shared math/utility
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- engine should not keep a misleading old vector home if the real ownership moved
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### D. Import safety
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- normalize any lingering imports that still point at `engine/vector/`
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- keep validation green
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- avoid broad churn outside this residue cleanup
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### E. Roadmap handling
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- update roadmap status markers only if truthfully supported
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- no roadmap text rewrite
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## Desired outcome
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After this PR:
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- `engine/vector/` is no longer a misleading leftover boundary
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- any real remaining content is in the correct modern home
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- legacy import risk is reduced
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- section-1 residue is reduced further
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## Validation requirements
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Codex must report:
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- what remained inside `engine/vector/`
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- what was removed vs moved
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- any imports updated
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- whether the old folder still exists after cleanup and why
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- whether this helps close section 1 truthfully
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## Packaging
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`<project folder>/tmp/BUILD_PR_LEVEL_01_ENGINE_VECTOR_RESIDUE_CLEANUP.zip`
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## Scope guard
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- docs-first PR bundle
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- Codex writes implementation
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- no unrelated repo changes

games/Asteroids/entities/Asteroid.js

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Asteroid.js
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*/
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import { TAU, randomRange, wrap } from '../utils/math.js';
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import { transformPoints } from '/src/engine/vector/index.js';
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import { transformPoints } from '/src/engine/rendering/index.js';
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const BASE_VECTOR_MAP = [
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{ x: 10, y: 40 },

games/Asteroids/entities/Ship.js

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Ship.js
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*/
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import { wrap } from '../utils/math.js';
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import { transformPoints } from '/src/engine/vector/index.js';
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import { transformPoints } from '/src/engine/rendering/index.js';
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const SMALL_VECTOR_MAP = [
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{ x: 14, y: 0 },

games/Asteroids/entities/Ufo.js

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*/
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import Bullet from './Bullet.js';
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import { distance } from '/src/engine/utils/index.js';
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import { transformPoints } from '/src/engine/vector/index.js';
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import { transformPoints } from '/src/engine/rendering/index.js';
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import { randomRange } from '../utils/math.js';
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const UFO_PROFILES = {

samples/metadata/samples.index.metadata.json

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"engine/scene/index/Scene",
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"engine/theme/index/Theme",
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"engine/theme/index/ThemeTokens",
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"engine/vector/index/drawVectorShape",
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"engine/vector/index/transformPoints"
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"engine/rendering/index/drawVectorShape",
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"engine/rendering/index/transformPoints"
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],
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"thumbnail": "/samples/phase-09/0901/assets/images/preview.svg",
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"preview": "/samples/phase-09/0901/assets/images/preview.svg"
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"engine/scene/index/Scene",
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"engine/theme/index/Theme",
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"engine/theme/index/ThemeTokens",
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"engine/vector/index/drawVectorShape",
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"engine/vector/index/transformPoints"
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"engine/rendering/index/drawVectorShape",
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"engine/rendering/index/transformPoints"
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],
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"thumbnail": "/samples/phase-09/0902/assets/images/preview.svg",
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"preview": "/samples/phase-09/0902/assets/images/preview.svg"
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"engine/scene/index/Scene",
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"engine/theme/index/Theme",
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"engine/theme/index/ThemeTokens",
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"engine/vector/index/drawVectorShape"
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"engine/rendering/index/drawVectorShape"
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],
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"thumbnail": "/samples/phase-09/0903/assets/images/preview.svg",
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"preview": "/samples/phase-09/0903/assets/images/preview.svg"
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"engine/scene/index/Scene",
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"engine/theme/index/Theme",
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"engine/theme/index/ThemeTokens",
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"engine/vector/index/drawVectorShape",
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"engine/vector/index/transformPoints"
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"engine/rendering/index/drawVectorShape",
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"engine/rendering/index/transformPoints"
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],
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"thumbnail": "/samples/phase-09/0906/assets/images/preview.svg",
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"preview": "/samples/phase-09/0906/assets/images/preview.svg"

samples/metadata/samples.shared.boundaries.report.json

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"boundaryStatus": "allowed-public"
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},
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{
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"specifier": "/src/engine/vector/index.js",
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"specifier": "/src/engine/rendering/index.js",
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"importCount": 4,
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"importerExamples": [
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"phase-09/0901/VectorRenderingSystemScene.js",

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