Fix direction To Unity Vector3
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@ -127,9 +127,11 @@ namespace LinearAlgebra
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// Calculate Vector
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float cosV = MathF.Cos(radV);
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float x = cosV * MathF.Cos(radH);
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float y = MathF.Sin(radV);
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float z = cosV * MathF.Sin(radH);
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float sinV = MathF.Sin(radV);
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float x = cosV * MathF.Sin(radH);
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float y = sinV;
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float z = cosV * MathF.Cos(radH);
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return new UnityEngine.Vector3(x, y, z);
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}
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@ -62,13 +62,15 @@ namespace LinearAlgebra {
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#if UNITY_5_3_OR_NEWER
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public static Spherical FromVector3(Vector3 v) {
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float distance = v.magnitude;
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if (distance == 0.0f)
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return Spherical.zero;
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else {
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float verticalAngle = (float)(Math.PI / 2 - Math.Acos(v.y / distance)) * AngleFloat.Rad2Deg;
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float horizontalAngle = (float)Math.Atan2(v.x, v.z) * AngleFloat.Rad2Deg;
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return Degrees(distance, horizontalAngle, verticalAngle);
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}
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// if (distance == 0.0f)
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// return Spherical.zero;
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// else {
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// float verticalAngle = (float)(Math.PI / 2 - Math.Acos(v.y / distance)) * AngleFloat.Rad2Deg;
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// float horizontalAngle = (float)Math.Atan2(v.x, v.z) * AngleFloat.Rad2Deg;
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// return Degrees(distance, horizontalAngle, verticalAngle);
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// }
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Direction direction = Direction.FromVector3(v.normalized);
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return new Spherical(distance, direction);
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}
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public readonly Vector3 ToVector3() {
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@ -75,7 +75,26 @@ public class Neuroid : Nucleus {
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}
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public override void UpdateState() {
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Vector3 resultVector = Vector3.zero;
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// Vector3 resultVector = Vector3.zero;
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// foreach (Synapse synapse in this.synapses) {
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// Nucleus synapseNucleus = synapse.nucleus;
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// if (synapseNucleus is Neuroid neuroid && neuroid.isSleeping)
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// continue;
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// Vector3 direction = synapseNucleus.outputValue.direction.ToVector3();
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// float weight = synapse.weight;
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// float activatedValue = curve.Evaluate(synapseNucleus.outputValue.magnitude);
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// float magnitude = weight * activatedValue;
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// //Debug.Log($"{this.name} {synapseNucleus.outputValue.direction} {synapseNucleus.outputValue.direction.horizontal}{synapseNucleus.outputValue.direction.vertical} {direction}");
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// Vector3 a = direction * magnitude;
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// //Debug.Log($"A {direction} {magnitude} {a}");
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// resultVector += a;
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// }
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// if (average && this.synapses.Count > 0)
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// resultVector /= this.synapses.Count;
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/*
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List<Vector3> v3s = new();
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foreach (Synapse synapse in this.synapses) {
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Nucleus synapseNucleus = synapse.nucleus;
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if (synapseNucleus is Neuroid neuroid && neuroid.isSleeping)
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@ -89,34 +108,55 @@ public class Neuroid : Nucleus {
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//Debug.Log($"{this.name} {synapseNucleus.outputValue.direction} {synapseNucleus.outputValue.direction.horizontal}{synapseNucleus.outputValue.direction.vertical} {direction}");
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Vector3 a = direction * magnitude;
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//Debug.Log($"A {direction} {magnitude} {a}");
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resultVector += a;
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v3s.Add(a);
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}
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if (average && this.synapses.Count > 0)
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resultVector /= this.synapses.Count;
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Vector3 sum = Vector3.zero; // Start with a zero vector
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Spherical result = Spherical.FromVector3(resultVector);
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// Sum all vectors
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foreach (Vector3 vector in v3s)
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sum += vector;
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List<Spherical> vectors = new();
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// Calculate average
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Vector3 averagevs = sum / v3s.Count;
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Vector3 result1 = averagevs * v3s.Count;
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// if (average && this.synapses.Count > 0)
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// resultVector /= this.synapses.Count;
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Spherical result = Spherical.FromVector3(result1);
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*/
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List<Spherical> sVectors = new();
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List<Vector3> cVectors = new();
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foreach (Synapse synapse in this.synapses) {
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if (synapse.nucleus.isSleeping)
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continue;
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float weight = synapse.weight;
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float activatedValue = curve.Evaluate(synapse.nucleus.outputValue.magnitude);
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float magnitude = weight * activatedValue;
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Spherical vector = new(magnitude, synapse.nucleus.outputValue.direction);
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Spherical sVector = new(magnitude, synapse.nucleus.outputValue.direction);
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//Debug.Log($"B {synapse.nucleus.outputValue.direction.ToVector3()} {magnitude} {vector.ToVector3()}");
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vectors.Add(vector); //synapse.nucleus.outputValue);
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sVectors.Add(sVector); //synapse.nucleus.outputValue);
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Vector3 direction = synapse.nucleus.outputValue.direction.ToVector3();
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Vector3 cVector = direction * magnitude;
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cVectors.Add(cVector);
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}
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Spherical result2 = Spherical.Average(vectors);
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Vector3 cResult = Vector3.zero;
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foreach (Vector3 vector in cVectors)
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cResult += vector;
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Spherical sResult = Spherical.Average(sVectors);
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if (average == false)
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result2 *= vectors.Count;
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sResult *= sVectors.Count;
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if (result2 != result)
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Debug.Log($"update error {result2} != {result}");
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if (sResult != Spherical.FromVector3(cResult))
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Debug.Log($"spherical different {sResult} != {Spherical.FromVector3(cResult)}");
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//if (sResult.ToVector3() != cResult)
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Debug.Log($"vector different {sResult.ToVector3()} != {cResult}");
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UpdateResult(Spherical.FromVector3(cResult));
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UpdateResult(result);
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}
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}
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