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uzor-graph — reusable, live force-directed graph visualization
engine for uzor.
Generic node/edge model (opaque payload/category, no
forensic/case-specific types), pluggable [Layout] algorithms
([ForceDirectedLayout] — d3-force-style many-body/link/center
forces, Barnes-Hut above ~500 particles, velocity-Verlet-style
semi-implicit-Euler integration, alpha cooling with freeze/wake;
[HierarchicalLayout]/[RadialLayout] — one-shot Sugiyama-lite
layering, cartesian or polar; [GraphLayoutMode] — runtime dispatch
between all three), [Camera2D] pan/zoom, native-uzor drag/pick
interaction (built on WidgetResponse/Sense/InputState, not a
bespoke drag machine), cluster collapse ([cluster::ClusterRegistry]
— one super-node per collapsed cluster, aggregated cross-cluster
edges, exact-position expand), and a
[uzor::layout::agent::BlackboxAgentSurface] impl so the whole thing
is driveable headlessly over uzor-agent-api.
FocusSet is re-pointed onto [uzor_figures::interact::FocusSet]
(Phase D, 2026-07-17) — see [interaction]'s module doc and
graph.rs's From<NodeIndex/EdgeIndex> for u64 key scheme.
A 3D graph mode ([camera3d::Camera3D] orbit camera,
[engine3d::GraphEngine3D] facade,
[layout::force_directed_3d::ForceDirectedLayout3D] force sim over
an octree, [render3d] instanced sphere/cylinder scene-building —
see docs/uzor-engines/uzor_graph_3d_arc_plan.md) is under active
wave-by-wave build-out alongside the 2D engine above; Wave 1 landed
the physics core, Wave 2 lands the render path, orbit/dolly/pan
camera controls, and desktop Manager/App wiring
(uzor-desktop::scene3d_app).
See RUN.md for the runnable demo (uzor-examples --bin force-graph-demo)
and agent-api verification steps.