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Component · Visualization
Node3D
One topology vertex in a Scene (id + kind hue + weight magnitude); positions are renderer-owned, never grammar-carried.
- Category
- Visualization
- Slots
- 1
- States
- 0
- Writer
- Legacy
Preview
Node3D · Relational Graph Ring
<Scene
height={280}
projection="isometric"
title="Node3D · Relational Graph Ring"
>
<Camera focus="node_compute" mode="orbit" />
<Node3D id="node_gateway" kind="gateway" label="Gateway" weight={1.5} />
<Node3D id="node_compute" kind="vm" label="CRE8VM Compute" weight={2.5} />
<Node3D id="node_hyperdb" kind="db" label="HyperDB Storage" weight={2.0} />
<Node3D
id="node_agent"
kind="agent"
label="Autonomous Agent"
weight={1.0}
/>
<HyperEdge3D
id="edge_mesh"
kind="pipeline"
members={["node_gateway", "node_compute", "node_hyperdb", "node_agent"]}
weight={1.8}
/>
</Scene>Variants
Anatomy
The named parts of the rendered markup. Recipes style these hooks, and every renderer keeps them stable.
| Slot | DOM class |
|---|---|
| root | .primitive-node3d |
States and platforms
The states the contract publishes, the platforms it declares, and the style recipes that dress it.
States
Platforms
Recipes
Renderers
The example above still needs shared writers for: Scene, Camera, Node3D, HyperEdge3D.
Declared adapters. A status is the manifest's declaration, not a measured parity result.
| Target | Renderer | Status |
|---|---|---|
| web | react | experimental |
| native | native-adapter | experimental |
Accessibility
Semantic structure must stay available without visual styling.
- Expose meaningful names for interactive controls.
- Keep keyboard and pointer behavior equivalent where the platform supports it.
- Publish state with native semantics and data attributes where the adapter supports them.