Further cleanup
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a22e4b149a
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1e1e5b1344
@ -70,10 +70,8 @@
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<Compile Include="Assets/NanoBrain/VisualEditor/NanoBrainComponent.cs" />
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<Compile Include="Assets/NanoBrain/LinearAlgebra/src/Vector2Int.cs" />
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<Compile Include="Assets/Scenes/Boids/Scripts/SwarmControl.cs" />
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<Compile Include="Assets/Scenes/Boids/Scripts/RoamingNucleus.cs" />
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<Compile Include="Assets/NanoBrain/LinearAlgebra/src/Spherical.cs" />
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<Compile Include="Assets/NanoBrain/LinearAlgebra/test/Vector3FloatTest.cs" />
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<Compile Include="Assets/Scenes/Boids/Scripts/SwarmingNucleus.cs" />
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<Compile Include="Assets/NanoBrain/LinearAlgebra/test/QuaternionTest.cs" />
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<Compile Include="Assets/Scenes/Boids/Scripts/Boid.cs" />
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<Compile Include="Assets/NanoBrain/LinearAlgebra/src/SwingTwist.cs" />
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@ -69,17 +69,19 @@ public class Nucleus {
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{
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get { return _outputValue; }
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set {
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//Refresh();
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this.stale = 0;
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this.isSleeping = false;
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_outputValue = value;
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}
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}
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[System.NonSerialized]
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private int stale = 1000;
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public bool isSleeping => this.stale > 2;
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public bool isSleeping = false;
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public void IncreaseAge() {
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this.stale++;
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this.isSleeping = this.stale > 2;
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if (isSleeping)
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_outputValue = Spherical.zero;
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}
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@ -89,13 +91,6 @@ public class Nucleus {
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#endregion Runtime state
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public Nucleus(string name) {
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// this.brain = brain;
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// if (this.brain != null) {
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// this.brain.nuclei.Add(this);
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// }
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// else
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// Debug.LogError("No neuroid network");
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this._name = name;
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this.id = this.GetHashCode();
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}
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@ -137,12 +132,6 @@ public class Nucleus {
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this.SetWeight(input, weight);
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}
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// public bool isSleeping {
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// get {
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// return this.stale > 2;
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// }
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// }
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public bool SynapseExists(Nucleus nucleus) {
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foreach (Synapse synapse in synapses) {
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if (synapse.nucleus == nucleus)
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@ -1,19 +0,0 @@
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/*
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public class Roaming : Nucleus {
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public Neuroid avoidance;
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public Neuroid output;
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public Roaming(NanoBrainObj brain, Perception perception, SwarmControl sc) : base("Roaming nucleus") {
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avoidance = new(brain, "Avoidance") { inverse = true };
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perception.SendPositions(avoidance, Boid.BoundaryType);
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this.output = new(brain, "Roaming");
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output.GetInputFrom(avoidance, -sc.avoidanceForce);
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}
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public override void AddReceiver(Nucleus receiver) {
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output.AddReceiver(receiver);
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}
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}
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*/
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@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 2c0f5292293252943b1d45dbd1d14515
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@ -1,37 +0,0 @@
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// using UnityEngine;
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// using LinearAlgebra;
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// public class Swarming : Nucleus {
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// public Neuroid cohesion;
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// public Neuroid alignment;
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// public Neuroid avoidance;
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// public Neuroid boundary;
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// public Neuroid output;
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// //public override Spherical outputValue { get => output.outputValue; set => output.outputValue = value; }
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// public Swarming(NanoBrainObj brain, Perception perception, SwarmControl sc) : base("Swarming Nucleus") {
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// this.cohesion = new(brain, "Cohesion") { inverse = false };
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// perception.SendPositions(this.cohesion, Boid.BoidType);
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// this.alignment = new(brain, "Alignment") { average = true };
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// perception.SendVelocities(this.alignment, Boid.BoidType);
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// this.avoidance = new(brain, "Avoidance") { inverse = true };
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// perception.SendPositions(this.avoidance);
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// this.boundary = new(brain, "Boundary");
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// perception.SendPositions(this.boundary, Boid.BoundaryType);
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// this.output = new(brain, "Swarming");
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// this.output.GetInputFrom(alignment, sc.alignmentForce);
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// this.output.GetInputFrom(cohesion, sc.cohesionForce);
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// this.output.GetInputFrom(avoidance, -sc.avoidanceForce);
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// this.output.GetInputFrom(boundary, -sc.avoidanceForce);
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// }
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// public override void AddReceiver(Nucleus receiver) {
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// this.output.AddReceiver(receiver);
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// }
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// }
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@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 14b1bfd5a5b0784e098fc5e47b1720a1
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