release: bump version to 0.46.1

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# Earth Interactable Usage
`Interactable` is the shared rendering entry point for icon-like interactive elements on the Earth surface. It extracts the pattern proven by the vessel layer into reusable behavior: normal state uses batched `THREE.Points`, hover and locked states use small overlays, picking uses screen-space hit testing, icon assets are normalized into canvas textures, and the shared layer handles glow, state, size, ground rendering, and same-coordinate avoidance.
Currently integrated layers:
| Layer | Business File | Icon Source | Extra Animation |
| --- | --- | --- | --- |
| AIS vessels | `frontend/public/earth/js/vessels.js` | canvas draw, moving triangle / anchored dot | Vessel tracks are still maintained by the business layer |
| Compute centers | `frontend/public/earth/js/compute-centers.js` | `assets/icons/compute-*.svg` | Estimated-location `?` badge is added through `icon.afterDraw()` |
| BGP events | `frontend/public/earth/js/bgp.js` | canvas draw, symbol by event type | Expanding rings are still maintained by the BGP business layer |
| BGP observers | `frontend/public/earth/js/bgp.js` | `assets/icons/bgp-broadcast-pin.svg` | Halo, activity core, coverage wedge, and radar sweep remain in the BGP business layer |
Landing sites were previously attempted on Interactable, but pin-style SVGs were fragmented by `THREE.Points` depth testing near the Earth edge. They now use a dedicated `THREE.Sprite` path with a yellow flat-sphere texture generated by canvas. The old SVG assets remain in `assets/icons/`, but landing sites no longer depend on SVG at runtime.
## Why Interactable Exists
Before this layer, each surface icon layer could easily reimplement its own version of:
- icon texture generation
- hover / locked state
- glow styling
- picking radius
- zoom-dependent size strategy
- overlap avoidance for identical coordinates
When this logic is scattered across business files, visual behavior drifts and later tuning becomes layer-by-layer repair. The boundary of `Interactable` is: the shared layer owns how icons remain stable on Earth and how they are selected; the business layer owns where data comes from, what the icon means, what detail cards show, and whether extra animation exists.
## Entry Point
```javascript
import { createInteractableLayer } from "./interactable.js";
```
Core call shape:
```javascript
const layer = createInteractableLayer({
id: "example",
objectType: "example_object",
renderOrder: 4.4,
altitudeOffset: 0.2,
pointSize: 34,
icon: {
draw(context, options) {
// draw canvas icon
},
},
getPosition: (item) => ({
latitude: item.latitude,
longitude: item.longitude,
}),
getKind: (item) => item.kind || "default",
});
```
Business modules usually expose only a thin wrapper:
```javascript
export function getExampleMarkers() {
return layer.getMarkers();
}
export function getExamplePointerIntersections(options) {
return layer.getPointerIntersections(options);
}
export function setExampleMarkerState(marker, state = "normal") {
layer.setMarkerState(marker, state);
}
export function updateExampleVisualState(lockedObjectType, lockedObject, camera) {
layer.updateVisualState(lockedObjectType, lockedObject, camera);
}
```
## Configuration
| Option | Default | Description |
| --- | --- | --- |
| `id` | required | Unique layer id used for group name, avoidance registration, and debug. |
| `objectType` | `id` | Business type written to `marker.userData.type`; the main interaction layer uses it to identify locked objects. |
| `renderOrder` | `4` | Base render order for normal points and hover / locked overlays. |
| `altitudeOffset` | `0.2` | Business altitude, used as `CONFIG.earthRadius + altitudeOffset` for the original surface position. |
| `pointSize` | `32` | Base screen pixel size used by both normal points and overlays. |
| `sizeMode` | `"fixed"` | Fixed screen size by default; non-`"fixed"` modes scale by camera distance. |
| `sizeScale` | `{ referenceFov: 75, min: 0.12, max: 3 }` | Scaling bounds when `sizeMode !== "fixed"`. |
| `atlasCellSize` | `128` | Canvas texture cell size for icons. |
| `colors` | `{}` | Supports `normal`, flattened kind keys, and `byKind`. |
| `opacity` | `{ normal: 0.88, dimmed: 0.26, hover: 0.98, locked: 1 }` | Opacity per state. |
| `stateScale` | `{ hover: 1, locked: 1, dimmed: 1 }` | Size multiplier per state. |
| `pulse` | `{}` | Optional locked-state breathing scale, with `enabled`, `speed`, and `amplitude`. |
| `avoidance` | `{ enabled: true, precision: 4, radius: 1.1, step: 0.35 }` | Same-coordinate avoidance across Interactable layers. |
| `icon` | required | Icon source, supporting canvas draw, SVG / image asset, state asset, anchor, and post-processing. |
| `getPosition(item)` | required | Returns `{ latitude, longitude }` or `THREE.Vector3`. |
| `getKind(item)` | `item.type || "default"` | Returns a business kind for color and texture buckets. |
| `getRotationBin(marker)` | `0` | Returns a rotation bucket, such as 32 heading buckets for vessels. |
| `getBucketKey(marker)` | `String(getRotationBin(marker))` | Returns a texture / geometry bucket key. |
| `getPointSizeMultiplier(marker)` | `1` | Per-marker size multiplier. BGP events use severity; observers use activity. |
| `getUserData(item)` | `item` | Business fields written onto the marker. |
## Icon Configuration
`icon.anchor` is optional and defaults to `{ x: 0.5, y: 0.5 }`, meaning the texture center aligns with the marker coordinate. It is only suitable for small visual anchor offsets. If the icon body is large and must remain fully visible at the Earth edge, such as the old landing-site pin, it should not be forced through `THREE.Points + depthTest`; the body will be clipped by Earth depth.
### Canvas Icons
Canvas icons fit vessels and BGP events where symbols need to be drawn dynamically by state or rotation:
```javascript
const vesselIconLayer = createInteractableLayer({
id: "vessels",
objectType: "vessel",
pointSize: 34,
icon: {
draw(context, { marker, rotationBin = 0, glow = false, color = "#ffffff" }) {
if (!marker.userData.anchored) {
context.rotate((rotationBin / 32) * Math.PI * 2);
}
context.fillStyle = color;
context.shadowColor = color;
context.shadowBlur = glow ? 14 : 0;
context.beginPath();
context.moveTo(0, -37);
context.lineTo(28, 32);
context.lineTo(0, 17);
context.lineTo(-28, 32);
context.closePath();
context.fill();
},
},
getRotationBin: getCourseBin,
getBucketKey: (marker) => `${marker.userData.anchored ? "anchored" : "moving"}:${getCourseBin(marker)}`,
});
```
When `icon.coordinates !== "canvas"`, `Interactable` translates the context to the atlas center first. Vessel-style icons that already draw around center coordinates do not need to declare `coordinates`.
### SVG / Image Asset Icons
Asset icons fit facilities such as compute centers and BGP observers:
```javascript
const computeCenterIconLayer = createInteractableLayer({
id: "computeCenters",
objectType: "compute_center",
pointSize: 36,
atlasCellSize: 128,
icon: {
coordinates: "canvas",
colorable: false,
fitSize: 60,
glowBlur: 16,
getSource({ marker, item }) {
const siteType = marker?.userData?.site_type || item?.site_type || "gpu_cluster";
return COMPUTE_CENTER_ICON_SOURCES[siteType];
},
afterDraw(context, { marker, item }) {
if (marker?.userData?.is_estimated ?? item?.is_estimated) {
drawComputeCenterEstimatedBadge(context, true);
}
},
},
});
```
Asset conventions:
- SVG / image files live in `frontend/public/earth/assets/icons/` and are referenced as `/earth/assets/icons/name.svg`.
- Original SVGs should keep a standard `viewBox` and paths; avoid hard-coding transform only for display size.
- Display size is controlled by `icon.fitSize`; it can be a number, `{ width, height }`, or a function.
- If `icon.colorable !== false` and state colors are provided, the shared layer first draws the asset to a temporary canvas and then tints it with `source-in`.
- Multicolor images or SVGs that should not be tinted must set `colorable: false`.
## Lifecycle
Typical load flow:
```javascript
export async function loadExampleLayer(_scene, earth) {
clearExampleData(earth);
const markerData = await fetchExampleData();
await layer.preloadAssets(markerData);
layer.setData(markerData);
layer.attach(earth);
layer.setVisible(showExampleLayer);
return { totalCount: layer.getCount() };
}
```
Method responsibilities:
| Method | Description |
| --- | --- |
| `preloadAssets(items)` | Collects asset sources that may be used by normal / hover / locked states and preloads them with browser `Image`. Canvas-drawn icons can skip this. |
| `setData(items)` | Clears old points, creates markers, registers avoidance, and rebuilds `THREE.Points` by bucket. |
| `attach(parent)` | Mounts the layer group onto the Earth root. |
| `setVisible(next)` | Controls visibility for the group, points, and overlays. |
| `setMarkerState(marker, state)` | Sets `normal` / `hover` and other states, then invalidates visual state. |
| `updateVisualState(focusType, focusObject, camera)` | Updates normal opacity / size and refreshes hover / locked overlays. |
| `getPointerIntersections(options)` | Runs screen-space picking and returns hits sorted by pixel distance. |
| `clearData(parent)` | Unregisters avoidance, disposes geometry / material, clears markers, and removes the group from the parent. |
## Picking Integration
`Interactable` does not depend on the default Three.js raycast for `Points`. The main interaction layer passes Earth, camera, pointer, and hit radius:
```javascript
const intersects = getVesselPointerIntersections({
earth,
camera,
pointer,
radiusPx: 22,
width: window.innerWidth,
height: window.innerHeight,
});
```
The shared layer:
1. Converts the camera position into Earth-local coordinates.
2. Skips markers on the back side.
3. Projects marker world position into screen coordinates.
4. Uses `radiusPx` for pixel-distance hits.
5. Returns the nearest candidate objects.
Earth dragging, inertia, and hover throttling still belong to `main.js` because they depend on global input state.
## Same-Coordinate Avoidance
Avoidance is enabled by default and applies to all layers created through `createInteractableLayer()`. The shared layer builds an `icon_avoidance_key` from latitude / longitude or `THREE.Vector3`, then arranges markers with the same key into a small circle along the surface tangent plane.
Key points:
- `icon_base_position` keeps the original business position.
- Avoidance only changes rendering and picking position. It does not change business latitude / longitude.
- When a single marker returns to its original position, it uses the business surface position computed from `altitudeOffset`.
- When multiple markers share coordinates, the first ring uses `avoidance.radius`; later rings add `avoidance.step`.
If a business layer must stay exactly on the original point, disable avoidance explicitly:
```javascript
createInteractableLayer({
id: "strict-layer",
avoidance: { enabled: false },
});
```
## Business Animation Boundary
`Interactable` currently owns only the icon body and common hover / locked overlays. Complex animations remain in business modules, but should follow the Interactable marker position:
- BGP event expanding rings are independent ring sprites created by `bgp.js`, updated every frame with `position.copy(marker.position)`.
- BGP observer halo, status core, coverage halo, and coverage wedge are managed by `bgp.js`; the icon body is managed by Interactable.
- Vessel tracks remain in `vessels.js` because they depend on track data loaded after a click.
This boundary avoids pushing every animation type into the shared interface too early. If multiple layers reuse the same animation type later, it can move into an Interactable `animations` extension.
## New Layer Checklist
1. Prepare marker data in the business file and keep required business fields.
2. Choose an icon type: canvas draw, SVG / image asset, or dynamic `getSource()`.
3. Configure `pointSize`, `icon.fitSize`, `colors`, `opacity`, and `stateScale`.
4. Provide `getPointSizeMultiplier()` if business-specific size variation is needed.
5. Provide `getRotationBin()` and a stable `getBucketKey()` if rotation exists.
6. During load, call `preloadAssets()` before `setData()`, `attach()`, and `setVisible()`.
7. Wire `getPointerIntersections()` in `main.js` and reuse the existing hover / locked state update flow.
8. Record altitude, `renderOrder`, `pointSize`, and animation ordering in the layer style index and render order documents.