refactor(review): use shared getPointAnchorWorld in jump-to-object
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@@ -33,6 +33,7 @@ import { useAnchoredOverlayPosition } from '../hooks/useAnchoredOverlayPosition'
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import { UploadManager } from '../stores/uploadManager';
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import { InboxZone } from '../canvas/InboxZone';
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import { getItemWorldBounds } from '../canvas/SceneManager';
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import { getPointAnchorWorld } from '../canvas/reviewAnchors';
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import type { TextObject } from '../canvas/scene-format';
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import { VideoSprite } from '../canvas/sprites/VideoSprite';
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import * as ops from '../canvas/operations';
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@@ -1063,8 +1064,11 @@ export default function Editor({ isPublicView }: EditorProps) {
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let centerX = b.x + b.w / 2;
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let centerY = b.y + b.h / 2;
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if (thread?.anchor_type === 'point' && thread.pin_x != null && thread.pin_y != null) {
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centerX = b.x + thread.pin_x * b.w;
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centerY = b.y + thread.pin_y * b.h;
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const pinWorld = getPointAnchorWorld(scene, objectId, thread.pin_x, thread.pin_y);
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if (pinWorld) {
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centerX = pinWorld.x;
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centerY = pinWorld.y;
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}
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}
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// Pan only by default; zoom in if object is too small on screen
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