True for a body that renders regardless of zoom/ranking — a primary body
(star/planet), the current selection itself, or one of its direct
children. Exported (not just inlined in computeVisibleBodyIds below) so
OrbitalSystemScene.tsx's ProximitySelector can skip screen-space
proximity thinning (see thinByScreenProximity in labelDeclutter.ts) for
exactly the same set of bodies, from one definition — the two used to be
hand-copied in both places, which is exactly the kind of thing that
silently drifts out of sync the moment either one changes.
True for a body that renders regardless of zoom/ranking — a primary body (star/planet), the current selection itself, or one of its direct children. Exported (not just inlined in computeVisibleBodyIds below) so OrbitalSystemScene.tsx's ProximitySelector can skip screen-space proximity thinning (see thinByScreenProximity in labelDeclutter.ts) for exactly the same set of bodies, from one definition — the two used to be hand-copied in both places, which is exactly the kind of thing that silently drifts out of sync the moment either one changes.