Add full graph all outputs
This commit is contained in:
parent
2a88689179
commit
37261bdce6
@ -51,8 +51,8 @@ namespace NanoBrain.Unity {
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private bool showSynapses = true;
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private bool showSynapses = true;
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private bool showActivation = true;
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private bool showActivation = true;
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protected bool breakOnWake = false;
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//protected bool breakOnWake = false;
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protected bool trace = false;
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//protected bool trace = false;
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void InspectorHandler(SerializedObject serializedObject) {
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void InspectorHandler(SerializedObject serializedObject) {
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bool anythingChanged = false;
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bool anythingChanged = false;
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@ -172,14 +172,14 @@ namespace NanoBrain.Unity {
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SynapsesInspector(ref anythingChanged);
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SynapsesInspector(ref anythingChanged);
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ActivationInspector(ref anythingChanged);
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ActivationInspector(ref anythingChanged);
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EditorGUILayout.Space();
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// EditorGUILayout.Space();
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breakOnWake = EditorGUILayout.Toggle("Break on wake", breakOnWake);
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// breakOnWake = EditorGUILayout.Toggle("Break on wake", breakOnWake);
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if (breakOnWake && this.view.currentNucleus is Neuron currentNeuron) {
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// if (breakOnWake && this.view.currentNucleus is Neuron currentNeuron) {
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if (currentNeuron.isSleeping == false)
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// if (currentNeuron.isSleeping == false)
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Debug.Break();
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// Debug.Break();
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// trace = EditorGUILayout.Toggle("Trace", trace);
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// // trace = EditorGUILayout.Toggle("Trace", trace);
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// currentNeuron.trace = trace;
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// // currentNeuron.trace = trace;
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}
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// }
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}
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}
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protected void SynapsesInspector(ref bool anythingChanged) {
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protected void SynapsesInspector(ref bool anythingChanged) {
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@ -170,7 +170,6 @@ namespace NanoBrain.Unity {
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maxValue = neuron.outputMagnitude;
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maxValue = neuron.outputMagnitude;
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DrawNucleus(this.currentNucleus, position, maxValue);
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DrawNucleus(this.currentNucleus, position, maxValue);
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}
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}
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}
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}
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else {
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else {
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@ -194,8 +193,20 @@ namespace NanoBrain.Unity {
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#region Full Graph
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#region Full Graph
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protected void DrawFullGraph() {
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protected void DrawFullGraph() {
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if (this.currentNucleus == null) {
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Vector3 position = new(150, 210, 0);
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DrawAllOutputs(position);
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DrawOutputs(position);
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return;
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}
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Dag dag = GenerateGraph(this.selectedOutput);
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Dag dag = GenerateGraph(this.selectedOutput);
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Dag.ComputeLayout(dag);
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Dag.ComputeLayout(dag);
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Vector3 pos = new(50, 210, 0);
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DrawEdge(new Vector3(150, 210, 0), pos);
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DrawAllOutputs(pos);
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// Draw edges
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// Draw edges
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foreach (Dag.Edge e in dag.edges) {
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foreach (Dag.Edge e in dag.edges) {
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Dag.Node from = dag.nodes.FirstOrDefault(x => x.id == e.fromId);
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Dag.Node from = dag.nodes.FirstOrDefault(x => x.id == e.fromId);
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@ -246,7 +257,6 @@ namespace NanoBrain.Unity {
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int ix = 0;
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int ix = 0;
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Dag.Node receiver = new() {
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Dag.Node receiver = new() {
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id = ix,
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id = ix,
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//title = nucleus.name,
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nucleus = rootNucleus
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nucleus = rootNucleus
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};
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};
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dag.nodes.Add(receiver);
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dag.nodes.Add(receiver);
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@ -405,7 +415,7 @@ namespace NanoBrain.Unity {
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Color color = Color.black;
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Color color = Color.black;
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if (Application.isPlaying) {
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if (Application.isPlaying) {
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//if (maxValue == 0 || !float.IsFinite(maxValue))
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//if (maxValue == 0 || !float.IsFinite(maxValue))
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maxValue = 1 * synapse.weight;
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maxValue = 1 * synapse.weight;
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float brightness = synapse.neuron.outputMagnitude * synapse.weight / maxValue;
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float brightness = synapse.neuron.outputMagnitude * synapse.weight / maxValue;
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color = new Color(brightness, brightness, brightness, 1f);
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color = new Color(brightness, brightness, brightness, 1f);
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}
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}
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@ -802,6 +812,7 @@ namespace NanoBrain.Unity {
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}
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}
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protected void OnAllOutputsClick() {
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protected void OnAllOutputsClick() {
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//this.mode = Mode.Focus;
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this.currentNucleus = null;
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this.currentNucleus = null;
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this.selectedOutput = null;
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this.selectedOutput = null;
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this.expandArray = false;
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this.expandArray = false;
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@ -810,146 +821,5 @@ namespace NanoBrain.Unity {
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#endregion Interaction
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#endregion Interaction
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}
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}
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public class Dag {
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public class Node {
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public int id;
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public Vector2 position;
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public float radius = 20f; // circle radius
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public Nucleus nucleus;
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}
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public class Edge {
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public int fromId;
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public int toId;
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}
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public List<Node> nodes = new();
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public List<Edge> edges = new();
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public Node FindNode(string name, bool justBaseName = true) {
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if (justBaseName) {
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int colonPos = name.IndexOf(":");
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if (colonPos > 0)
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name = name[..colonPos];
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}
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foreach (Node node in this.nodes) {
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string nodeName = node.nucleus.name;
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if (justBaseName) {
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int colonPos = nodeName.IndexOf(":");
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if (colonPos > 0)
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nodeName = nodeName[..colonPos];
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}
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if (nodeName == name)
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return node;
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}
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return null;
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}
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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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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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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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outdegree[edge.fromId]++;
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}
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// Kahn's algorithm to compute topological layers (horizontal layers)
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// build parent list (reverse adjacency) and parentIndegree = number of children each parent has
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Dictionary<int, List<int>> parents = dag.nodes.ToDictionary(n => n.id, _ => new List<int>());
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Dictionary<int, int> childCount = dag.nodes.ToDictionary(n => n.id, _ => 0);
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foreach (Edge edge in dag.edges) {
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if (!adjacency.ContainsKey(edge.fromId) || !adjacency.ContainsKey(edge.toId)) continue;
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adjacency[edge.fromId].Add(edge.toId);
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parents[edge.toId].Add(edge.fromId); // parent of 'to' is 'from'
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childCount[edge.fromId]++; // outdegree
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}
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Dictionary<int, int> column = new();
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Queue<int> queue = new(outdegree.Where(keyValue => keyValue.Value == 0).Select(keyValue => keyValue.Key));
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foreach (int id in queue)
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column[id] = 0;
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// process parents (reverse traversal)
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while (queue.Count > 0) {
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int nodeId = queue.Dequeue();
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int col = column[nodeId];
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foreach (int parentIx in parents[nodeId]) {
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if (!column.ContainsKey(parentIx) || column[parentIx] < col + 1)
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column[parentIx] = col + 1;
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childCount[parentIx]--; // decrement remaining unprocessed children
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if (childCount[parentIx] == 0)
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queue.Enqueue(parentIx);
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}
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}
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// Any unreachable nodes -> assign next layers
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int maxColumn = column.Count > 0 ? column.Values.Max() : 0;
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foreach (Node node in dag.nodes) {
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if (!column.ContainsKey(node.id)) {
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maxColumn++;
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column[node.id] = maxColumn;
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}
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}
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// Group nodes by column (left to right)
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List<List<int>> columns =
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column.
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GroupBy(kv => kv.Value).
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OrderBy(g => g.Key).
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Select(g => g.Select(x => x.Key).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 totalHeight = 400f;
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// Place nodes: x increases with column index, y spaced within column
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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 / 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 index = nodeList[i];
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Node node = GetNodeById(dag, index);
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if (node == null)
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continue;
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float x = hSpacing + 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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// Debug.Log($"({li}, {i}) -> {x}, {y}");
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node.position = new Vector2(x, y);
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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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149
Editor/Dag.cs
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149
Editor/Dag.cs
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@ -0,0 +1,149 @@
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEditor;
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namespace NanoBrain.Unity {
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public class Dag {
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public class Node {
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public int id;
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public Vector2 position;
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public float radius = 20f; // circle radius
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public Nucleus nucleus;
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}
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public class Edge {
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public int fromId;
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public int toId;
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}
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public List<Node> nodes = new();
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public List<Edge> edges = new();
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public Node FindNode(string name, bool justBaseName = true) {
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if (justBaseName) {
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int colonPos = name.IndexOf(":");
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if (colonPos > 0)
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name = name[..colonPos];
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}
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foreach (Node node in this.nodes) {
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string nodeName = node.nucleus.name;
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if (justBaseName) {
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int colonPos = nodeName.IndexOf(":");
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if (colonPos > 0)
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nodeName = nodeName[..colonPos];
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}
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if (nodeName == name)
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return node;
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}
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return null;
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}
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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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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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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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outdegree[edge.fromId]++;
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}
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// Kahn's algorithm to compute topological layers (horizontal layers)
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// build parent list (reverse adjacency) and parentIndegree = number of children each parent has
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Dictionary<int, List<int>> parents = dag.nodes.ToDictionary(n => n.id, _ => new List<int>());
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Dictionary<int, int> childCount = dag.nodes.ToDictionary(n => n.id, _ => 0);
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foreach (Edge edge in dag.edges) {
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if (!adjacency.ContainsKey(edge.fromId) || !adjacency.ContainsKey(edge.toId)) continue;
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adjacency[edge.fromId].Add(edge.toId);
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parents[edge.toId].Add(edge.fromId); // parent of 'to' is 'from'
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childCount[edge.fromId]++; // outdegree
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}
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Dictionary<int, int> column = new();
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Queue<int> queue = new(outdegree.Where(keyValue => keyValue.Value == 0).Select(keyValue => keyValue.Key));
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foreach (int id in queue)
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column[id] = 0;
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// process parents (reverse traversal)
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while (queue.Count > 0) {
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int nodeId = queue.Dequeue();
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int col = column[nodeId];
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foreach (int parentIx in parents[nodeId]) {
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if (!column.ContainsKey(parentIx) || column[parentIx] < col + 1)
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column[parentIx] = col + 1;
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childCount[parentIx]--; // decrement remaining unprocessed children
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if (childCount[parentIx] == 0)
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queue.Enqueue(parentIx);
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}
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}
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// Any unreachable nodes -> assign next layers
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int maxColumn = column.Count > 0 ? column.Values.Max() : 0;
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foreach (Node node in dag.nodes) {
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if (!column.ContainsKey(node.id)) {
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maxColumn++;
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column[node.id] = maxColumn;
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}
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}
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// Group nodes by column (left to right)
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List<List<int>> columns =
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column.
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GroupBy(kv => kv.Value).
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OrderBy(g => g.Key).
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Select(g => g.Select(x => x.Key).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 totalHeight = 400f;
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// Place nodes: x increases with column index, y spaced within column
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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 / nodeList.Count;
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float margin = 10 + spacing / 2;
|
||||||
|
for (int i = 0; i < nodeList.Count; i++) {
|
||||||
|
int index = nodeList[i];
|
||||||
|
Node node = GetNodeById(dag, index);
|
||||||
|
if (node == null)
|
||||||
|
continue;
|
||||||
|
float x = (hSpacing * 1.5f) + columnIx * hSpacing;
|
||||||
|
//float y = 400 - totalHeight / 2f + i * vSpacing;
|
||||||
|
float y = margin + i * spacing;
|
||||||
|
// Debug.Log($"({li}, {i}) -> {x}, {y}");
|
||||||
|
node.position = new Vector2(x, y);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//Repaint();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Editor/Dag.cs.meta
Normal file
2
Editor/Dag.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a755ac8461bd0c714a852df47331048e
|
||||||
@ -65,7 +65,7 @@ MonoBehaviour:
|
|||||||
m_RotationOrder: 4
|
m_RotationOrder: 4
|
||||||
curveMax: 1
|
curveMax: 1
|
||||||
persistOutput: 0
|
persistOutput: 0
|
||||||
lastUpdate: 14.822748
|
lastUpdate: 19.870863
|
||||||
_receivers: []
|
_receivers: []
|
||||||
- rid: 4201949899492425817
|
- rid: 4201949899492425817
|
||||||
type: {class: Neuron, ns: NanoBrain, asm: Assembly-CSharp}
|
type: {class: Neuron, ns: NanoBrain, asm: Assembly-CSharp}
|
||||||
@ -73,7 +73,7 @@ MonoBehaviour:
|
|||||||
name: Sensor
|
name: Sensor
|
||||||
parent:
|
parent:
|
||||||
rid: 4201950148723474519
|
rid: 4201950148723474519
|
||||||
bias: {x: 0.062121756, y: 0.062121756, z: 0.062121756}
|
bias: {x: 0, y: 0, z: 0}
|
||||||
_synapses: []
|
_synapses: []
|
||||||
combinator: 0
|
combinator: 0
|
||||||
_activator: 0
|
_activator: 0
|
||||||
@ -103,7 +103,7 @@ MonoBehaviour:
|
|||||||
m_RotationOrder: 4
|
m_RotationOrder: 4
|
||||||
curveMax: 1
|
curveMax: 1
|
||||||
persistOutput: 0
|
persistOutput: 0
|
||||||
lastUpdate: 14.822748
|
lastUpdate: 19.870863
|
||||||
_receivers:
|
_receivers:
|
||||||
- rid: 4201949899492425781
|
- rid: 4201949899492425781
|
||||||
- rid: 4201950148723474519
|
- rid: 4201950148723474519
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user