Rewrite HexHead system with framer-motion physics

Featurekamo-internal
已装运
2026年3月11日 18:20 UTC
作者
kamo
提交
3516820

Replace the broken 1800-line HexHeadGroup with a clean physics-based implementation using framer-motion springs and motion values. Key changes: - Remove wiggle/fidget swarm detection (too sensitive, unreliable) → Replaced with deliberate 500ms hold-to-swarm gesture - Remove complex collision resolution, spiral fallback, resolveOverlaps, **************** and all multi-pass overlap logic - Remove layoutMode state and makeRoom nudge system - Instant snap-to-slot on release near any head (flat-top hex geometry, nearest free axial slot, stiffness 800 spring = feels instant but alive) - Groups drive followers via RAF loop calling animate() with organic spring (stiffness 400) — loose, trailing group feel during anchor drag - Chat window docking via separate dock RAF loop watching window bounding rect — group follows window edge when it moves - Home row auto-arrangement (spring fly-in) for all free heads - New HexHeadSpring.tsx: thin motion wrapper with isSnapping pulse animation and isHoldReady ring-pulse animation - HexHead.tsx: unchanged - Zero new dependencies (framer-motion already installed at v12) - Fixes TS1128 build errors in old implementation

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