Refactor terrain grid resize gizmo: Update edge components and implement dynamic arrow generation
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@@ -1305,15 +1305,29 @@ export class ViewportHost {
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applyRendererRenderCategory(this.terrainBrushPreviewGroup, "overlay");
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this.scene.add(this.terrainBrushPreviewGroup);
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this.terrainGridResizeOverlayGroup.visible = false;
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this.terrainGridResizeEdgeOutline.frustumCulled = false;
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this.terrainGridResizeEdgeTube.frustumCulled = false;
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this.terrainGridResizeEdgeLine.frustumCulled = false;
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this.terrainGridResizeArrowLine.frustumCulled = false;
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this.terrainGridResizeArrowHead.frustumCulled = false;
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this.terrainGridResizeEdgeOutline.renderOrder = GIZMO_RENDER_ORDER + 5;
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this.terrainGridResizeEdgeTube.renderOrder = GIZMO_RENDER_ORDER + 6;
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this.terrainGridResizeEdgeLine.renderOrder = GIZMO_RENDER_ORDER + 5;
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this.terrainGridResizeArrowLine.renderOrder = GIZMO_RENDER_ORDER + 6;
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this.terrainGridResizeArrowHead.renderOrder = GIZMO_RENDER_ORDER + 7;
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this.terrainGridResizeEdgeOutline.visible = false;
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this.terrainGridResizeEdgeTube.visible = false;
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this.terrainGridResizeEdgeLine.visible = false;
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this.terrainGridResizeOverlayGroup.add(this.terrainGridResizeEdgeOutline);
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this.terrainGridResizeOverlayGroup.add(this.terrainGridResizeEdgeTube);
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this.terrainGridResizeOverlayGroup.add(this.terrainGridResizeEdgeLine);
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this.terrainGridResizeOverlayGroup.add(this.terrainGridResizeArrowLine);
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this.terrainGridResizeOverlayGroup.add(this.terrainGridResizeArrowHead);
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for (const side of TERRAIN_GRID_RESIZE_SIDES) {
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const visual = this.createTerrainGridResizeArrowVisual(side);
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this.terrainGridResizeArrowVisuals.push(visual);
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this.terrainGridResizeArrowHitObjects.push(
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visual.pickShaft,
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visual.pickHead
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);
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this.terrainGridResizeOverlayGroup.add(visual.group);
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}
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applyRendererRenderCategory(
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this.terrainGridResizeOverlayGroup,
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"overlay"
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