Fix drawing triangles in DAG
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c3c8853e0b
commit
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@ -233,7 +233,7 @@ namespace NanoBrain.Unity {
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Dag.Node to = dag.nodes.FirstOrDefault(x => x.id == e.toId);
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Dag.Node to = dag.nodes.FirstOrDefault(x => x.id == e.toId);
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if (from == null || to == null)
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if (from == null || to == null)
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continue;
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continue;
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Vector2 fromPosition = from.position;
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Vector2 fromPosition = from.position;
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Vector2 toPosition = to.position;
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Vector2 toPosition = to.position;
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DrawEdge(fromPosition, toPosition);
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DrawEdge(fromPosition, toPosition);
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164
Editor/Dag.cs
164
Editor/Dag.cs
@ -43,6 +43,144 @@ namespace NanoBrain.Unity {
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public static Node GetNodeById(Dag dag, int id) => dag.nodes.FirstOrDefault(x => x.id == id);
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public static Node GetNodeById(Dag dag, int id) => dag.nodes.FirstOrDefault(x => x.id == id);
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public static void ComputeLayout(Dag dag) {
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public static void ComputeLayout(Dag dag) {
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BuildAdjacencyAndPredecessors(dag, out Dictionary<int, List<int>> adjacency, out Dictionary<int, List<int>> predecessors);
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List<int> order = TopologicalOrder(adjacency, dag.nodes.Select(n => n.id));
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Dictionary<int, int> column = ComputeLongestPathColumns(adjacency, order, dag.nodes.Select(n => n.id));
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CreateDummiesAndEdges(dag, column, out List<Node> allNodes, out Dictionary<int, int> allColumns, out List<Edge> newEdges);
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List<List<int>> columns = GroupColumns(allColumns);
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PlaceNodes(allNodes, columns);
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// update dag with new lists (dummies included)
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dag.edges = newEdges;
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dag.nodes = allNodes;
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}
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// Helper: build adjacency and predecessor lists
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private static void BuildAdjacencyAndPredecessors(Dag dag, out Dictionary<int, List<int>> adjacency, out Dictionary<int, List<int>> predecessors) {
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adjacency = dag.nodes.ToDictionary(n => n.id, n => new List<int>());
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predecessors = dag.nodes.ToDictionary(n => n.id, n => new List<int>());
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foreach (Edge edge in dag.edges) {
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if (!adjacency.ContainsKey(edge.fromId) || !adjacency.ContainsKey(edge.toId))
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continue;
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adjacency[edge.fromId].Add(edge.toId);
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predecessors[edge.toId].Add(edge.fromId);
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}
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}
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// Helper: compute topological order (returns empty list if cycle present)
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private static List<int> TopologicalOrder(Dictionary<int, List<int>> adjacency, IEnumerable<int> nodeIds) {
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Dictionary<int, int> inDegree = nodeIds.ToDictionary(id => id, _ => 0);
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foreach (KeyValuePair<int, List<int>> keyValue in adjacency)
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foreach (int to in keyValue.Value) if (inDegree.ContainsKey(to))
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inDegree[to]++;
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Queue<int> queue = new(inDegree.Where(keyValue => keyValue.Value == 0).Select(kv => kv.Key));
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List<int> topo = new();
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while (queue.Count > 0) {
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int nodeId = queue.Dequeue();
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topo.Add(nodeId);
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foreach (int adjacentNodeId in adjacency[nodeId]) {
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if (!inDegree.ContainsKey(adjacentNodeId))
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continue;
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inDegree[adjacentNodeId]--;
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if (inDegree[adjacentNodeId] == 0)
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queue.Enqueue(adjacentNodeId);
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}
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}
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return topo;
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}
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// Helper: longest-path-from-sinks column assignment (deterministic)
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private static Dictionary<int, int> ComputeLongestPathColumns(Dictionary<int, List<int>> adjacency, List<int> order, IEnumerable<int> nodeIds) {
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Dictionary<int, int> column = nodeIds.ToDictionary(id => id, _ => 0);
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foreach (int nodeId in Enumerable.Reverse(order)) {
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foreach (int child in adjacency[nodeId]) {
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int cand = column[child] + 1;
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if (cand > column[nodeId])
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column[nodeId] = cand;
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}
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}
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return column;
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}
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// Helper: replace long edges with dummy node chains and return augmented node/column/edge lists
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private static void CreateDummiesAndEdges(Dag dag, Dictionary<int, int> column, out List<Node> allNodes, out Dictionary<int, int> allColumns, out List<Edge> newEdges) {
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allColumns = new Dictionary<int, int>(column);
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allNodes = new List<Node>(dag.nodes);
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newEdges = new List<Edge>();
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int nextDummyId = -1;
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foreach (Edge edge in dag.edges) {
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if (!column.ContainsKey(edge.fromId) || !column.ContainsKey(edge.toId)) {
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newEdges.Add(edge);
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continue;
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}
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int columnFrom = column[edge.fromId];
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int columnTo = column[edge.toId];
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int span = Mathf.Abs(columnTo - columnFrom);
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if (span <= 1) {
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newEdges.Add(edge);
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continue;
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}
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int prev = edge.fromId;
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int direction = columnTo > columnFrom ? 1 : -1;
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for (int step = 1; step < span; step++) {
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int dummyCol = columnFrom + step * direction;
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int dummyId = nextDummyId--;
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Node dummy = new() {
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id = dummyId,
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position = Vector2.zero
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};
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// System.Reflection.FieldInfo field = typeof(Node).GetField("isDummy");
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// if (field != null) field.SetValue(dummy, true);
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allNodes.Add(dummy);
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allColumns[dummyId] = dummyCol;
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Edge newDummyEdge = new() {
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fromId = prev,
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toId = dummyId
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};
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newEdges.Add(newDummyEdge);
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prev = dummyId;
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}
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Edge newEdge = new() {
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fromId = prev,
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toId = edge.toId
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};
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newEdges.Add(newEdge);
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}
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}
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// Helper: group columns into ordered list of lists
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private static List<List<int>> GroupColumns(Dictionary<int, int> allColumns) {
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return allColumns.GroupBy(kv => kv.Value).OrderBy(g => g.Key).Select(g => g.Select(x => x.Key).ToList()).ToList();
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}
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// Helper: place nodes vertically within each column
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private static void PlaceNodes(List<Node> allNodes, List<List<int>> columns) {
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float hSpacing = 100f;
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float totalHeight = 400f;
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for (int columnIx = 0; columnIx < columns.Count; columnIx++) {
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List<int> nodeList = columns[columnIx];
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float spacing = totalHeight / Mathf.Max(1, nodeList.Count);
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float margin = 10 + spacing / 2;
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for (int i = 0; i < nodeList.Count; i++) {
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int id = nodeList[i];
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Node node = allNodes.FirstOrDefault(n => n.id == id);
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if (node == null)
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continue;
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float x = (hSpacing * 1.5f) + columnIx * hSpacing;
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float y = margin + i * spacing;
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node.position = new Vector2(x, y);
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}
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}
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}
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public static void ComputeLayoutKahn(Dag dag) {
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Dictionary<int, List<int>> adjacency = dag.nodes.ToDictionary(n => n.id, n => new List<int>());
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Dictionary<int, List<int>> adjacency = dag.nodes.ToDictionary(n => n.id, n => new List<int>());
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Dictionary<int, int> outdegree = dag.nodes.ToDictionary(node => node.id, n => 0);
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Dictionary<int, int> outdegree = dag.nodes.ToDictionary(node => node.id, n => 0);
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foreach (Edge edge in dag.edges) {
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foreach (Edge edge in dag.edges) {
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@ -99,29 +237,6 @@ namespace NanoBrain.Unity {
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Select(g => g.Select(x => x.Key).ToList()).
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Select(g => g.Select(x => x.Key).ToList()).
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ToList();
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ToList();
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// Same code without using Linq
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// Build layers dictionary: layerIndex -> List<int> nodeIds
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// Dictionary<int, List<int>> layersDict = new();
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// foreach (KeyValuePair<int, int> kv in layer) {
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// int nodeId = kv.Key;
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// int layerIndex = kv.Value;
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// if (!layersDict.TryGetValue(layerIndex, out List<int> list)) {
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// list = new List<int>();
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// layersDict[layerIndex] = list;
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// }
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// list.Add(nodeId);
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// }
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// // Determine sorted layer indices
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// List<int> layerIndices = new(layersDict.Keys);
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// layerIndices.Sort(); // ascending order
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// // Build final List<List<int>> in sorted order
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// List<List<int>> layers = new();
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// foreach (int idx in layerIndices) {
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// layers.Add(layersDict[idx]);
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// }
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float hSpacing = 100f;
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float hSpacing = 100f;
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float totalHeight = 400f;
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float totalHeight = 400f;
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@ -136,14 +251,11 @@ namespace NanoBrain.Unity {
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if (node == null)
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if (node == null)
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continue;
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continue;
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float x = (hSpacing * 1.5f) + columnIx * hSpacing;
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float x = (hSpacing * 1.5f) + columnIx * hSpacing;
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//float y = 400 - totalHeight / 2f + i * vSpacing;
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float y = margin + i * spacing;
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float y = margin + i * spacing;
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// Debug.Log($"({li}, {i}) -> {x}, {y}");
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node.position = new Vector2(x, y);
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node.position = new Vector2(x, y);
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}
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}
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}
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}
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//Repaint();
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}
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}
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}
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}
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}
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}
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