Completed full graph integration

This commit is contained in:
Pascal Serrarens 2026-04-21 10:46:21 +02:00
parent 830e3e7265
commit 471ed3661c
4 changed files with 224 additions and 384 deletions

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@ -1,290 +0,0 @@
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.Linq;
namespace NanoBrain {
// Simple DAG data model
[System.Serializable]
public class DagNode {
public int id;
public string title;
public Vector2 position;
public float radius = 20f; // circle radius
public Nucleus nucleus;
}
[System.Serializable]
public class DagEdge {
public int fromId;
public int toId;
}
public class Dag {
public List<DagNode> nodes = new();
public List<DagEdge> edges = new();
}
public class BrainEditorWindow : EditorWindow {
Dag dag = new();
Vector2 pan = Vector2.zero;
private readonly System.Type acceptedType = typeof(ClusterPrefab);
[MenuItem("Window/Brain Viewer")]
public static void ShowWindow() {
var w = GetWindow<BrainEditorWindow>("Brain Viewer");
w.minSize = new Vector2(500, 300);
}
void OnEnable() {
// Register callback so window updates when selection changes
Selection.selectionChanged += OnSelectionChanged;
dag = RefreshSelection();
ComputeLayout(dag);
Repaint();
}
private void OnDisable() {
Selection.selectionChanged -= OnSelectionChanged;
}
private void OnSelectionChanged() {
dag = RefreshSelection();
ComputeLayout(dag);
Repaint();
}
private Dag RefreshSelection() {
ClusterPrefab prefab = Selection.activeObject as ClusterPrefab;
if (prefab != null && acceptedType.IsAssignableFrom(prefab.GetType()))
return GenerateGraph(prefab);
else
return new Dag();
}
public Dag GenerateGraph(ClusterPrefab prefab) {
Dag dag = new();
int ix = 0;
foreach (Nucleus nucleus in prefab.nuclei) {
DagNode node = new() {
id = ix,
title = nucleus.name
};
dag.nodes.Add(node);
if (nucleus is Neuron neuron) {
foreach (Nucleus receiver in neuron.receivers) {
DagEdge edge = new() {
fromId = ix,
toId = prefab.GetNucleusIndex(receiver)
};
dag.edges.Add(edge);
}
}
ix++;
}
return dag;
}
void OnGUI() {
HandleInput();
Rect rect = new(0, 0, position.width, position.height);
EditorGUI.DrawRect(rect, new Color(0.11f, 0.11f, 0.11f));
// compute window center
Vector2 windowCenter = new(position.width / 2f, position.height / 2f);
// compute graph bounds center (in graph space)
Rect bounds = GetGraphBounds(dag);
Vector2 graphCenter = bounds.center;
// compute autoPan that recenters the graph (does not modify node positions)
Vector2 autoPan = -graphCenter; // moves graph center to origin
// total translation = windowCenter + autoPan + user pan
Matrix4x4 oldMatrix = GUI.matrix;
GUI.matrix = Matrix4x4.TRS(windowCenter + autoPan + pan, Quaternion.identity, Vector3.one) *
Matrix4x4.TRS(-windowCenter, Quaternion.identity, Vector3.one);
// Draw edges first
foreach (DagEdge e in dag.edges) {
DagNode from = GetNodeById(dag, e.fromId);
DagNode to = GetNodeById(dag, e.toId);
if (from == null || to == null)
continue;
DrawEdgeCircleNodes(from, to);
}
// Draw nodes (circles)
foreach (DagNode n in dag.nodes)
DrawNucleus(n);
GUI.matrix = oldMatrix;
}
void HandleInput() {
Event e = Event.current;
// Pan with middle or right+ctrl drag
if (e.type == EventType.MouseDrag && (e.button == 2 || (e.button == 1 && e.control))) {
pan += e.delta;
e.Use();
}
}
public static DagNode GetNodeById(Dag dag, int id) => dag.nodes.FirstOrDefault(x => x.id == id);
public static void DrawNucleus(DagNode n) {
Vector3 position = n.position;
Handles.color = Color.black * 0.9f;
Handles.DrawSolidDisc(n.position, Vector3.forward, n.radius);
Handles.color = Color.white;
GUIStyle style = new(EditorStyles.label) {
alignment = TextAnchor.UpperCenter,
normal = { textColor = Color.white },
fontStyle = FontStyle.Bold,
};
Vector3 labelPos = position - Vector3.down * (n.radius + 10f); // below disc along up axis
Handles.Label(labelPos, n.title, style);
}
public static void DrawEdgeCircleNodes(DagNode from, DagNode to) {
Vector2 a = from.position;
Vector2 b = to.position;
if (a == b) return;
Handles.color = Color.white * 0.9f;
Handles.DrawLine(from.position, to.position);
}
public static void ComputeLayout(Dag dag) {
Dictionary<int, List<int>> adjacency = dag.nodes.ToDictionary(n => n.id, n => new List<int>());
Dictionary<int, int> outdegree = dag.nodes.ToDictionary(node => node.id, n => 0);
foreach (DagEdge edge in dag.edges) {
if (!adjacency.ContainsKey(edge.fromId) || !adjacency.ContainsKey(edge.toId))
continue;
adjacency[edge.fromId].Add(edge.toId);
outdegree[edge.fromId]++;
}
// Kahn's algorithm to compute topological layers (horizontal layers)
// build parent list (reverse adjacency) and parentIndegree = number of children each parent has
Dictionary<int, List<int>> parents = dag.nodes.ToDictionary(n => n.id, _ => new List<int>());
Dictionary<int, int> childCount = dag.nodes.ToDictionary(n => n.id, _ => 0);
foreach (DagEdge edge in dag.edges) {
if (!adjacency.ContainsKey(edge.fromId) || !adjacency.ContainsKey(edge.toId)) continue;
adjacency[edge.fromId].Add(edge.toId);
parents[edge.toId].Add(edge.fromId); // parent of 'to' is 'from'
childCount[edge.fromId]++; // outdegree
}
Dictionary<int, int> layer = new();
Queue<int> queue = new(outdegree.Where(kv => kv.Value == 0).Select(kv => kv.Key));
foreach (int id in queue)
layer[id] = 0;
// process parents (reverse traversal)
while (queue.Count > 0) {
int u = queue.Dequeue();
int l = layer[u];
foreach (int p in parents[u]) {
if (!layer.ContainsKey(p) || layer[p] < l + 1)
layer[p] = l + 1;
childCount[p]--; // decrement remaining unprocessed children
if (childCount[p] == 0)
queue.Enqueue(p);
}
}
// Any unreachable nodes -> assign next layers
int maxLayer = layer.Count > 0 ? layer.Values.Max() : 0;
foreach (DagNode node in dag.nodes) {
if (!layer.ContainsKey(node.id)) {
maxLayer++;
layer[node.id] = maxLayer;
}
}
// Group nodes by layer (left to right)
List<List<int>> layers =
layer.
GroupBy(kv => kv.Value).
OrderBy(g => g.Key).
Select(g => g.Select(x => x.Key).ToList()).
ToList();
// Same code without using Linq
// Build layers dictionary: layerIndex -> List<int> nodeIds
// Dictionary<int, List<int>> layersDict = new();
// foreach (KeyValuePair<int, int> kv in layer) {
// int nodeId = kv.Key;
// int layerIndex = kv.Value;
// if (!layersDict.TryGetValue(layerIndex, out List<int> list)) {
// list = new List<int>();
// layersDict[layerIndex] = list;
// }
// list.Add(nodeId);
// }
// // Determine sorted layer indices
// List<int> layerIndices = new(layersDict.Keys);
// layerIndices.Sort(); // ascending order
// // Build final List<List<int>> in sorted order
// List<List<int>> layers = new();
// foreach (int idx in layerIndices) {
// layers.Add(layersDict[idx]);
// }
float hSpacing = 100f;
float totalHeight = 400f;
// Place nodes: x increases with layer index, y spaced within layer
for (int layerIx = 0; layerIx < layers.Count; layerIx++) {
List<int> nodeList = layers[layerIx];
float spacing = totalHeight / nodeList.Count;
float margin = 10 + spacing / 2;
for (int i = 0; i < nodeList.Count; i++) {
int index = nodeList[i];
DagNode node = GetNodeById(dag, index);
if (node == null)
continue;
float x = hSpacing + layerIx * 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();
}
static Rect RectUnion(Rect a, Rect b) {
float xMin = Mathf.Min(a.xMin, b.xMin);
float xMax = Mathf.Max(a.xMax, b.xMax);
float yMin = Mathf.Min(a.yMin, b.yMin);
float yMax = Mathf.Max(a.yMax, b.yMax);
return Rect.MinMaxRect(xMin, yMin, xMax, yMax);
}
Rect GetGraphBounds(Dag dag) {
if (dag.nodes == null || dag.nodes.Count == 0)
return new Rect(Vector2.zero, Vector2.one);
Rect bounds = new(
dag.nodes[0].position - Vector2.one * dag.nodes[0].radius,
2f * dag.nodes[0].radius * Vector2.one);
foreach (var n in dag.nodes)
bounds = RectUnion(bounds,
new Rect(n.position - Vector2.one * n.radius, 2f * n.radius * Vector2.one));
return bounds;
}
}
}

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@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: f041740900808273ab006e7d276a78e9

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@ -62,18 +62,7 @@ namespace NanoBrain {
public class GraphEditor : GraphView {
public enum Mode {
Focus,
Full
}
public Mode mode = Mode.Focus;
public GraphEditor(ClusterPrefab prefab) : base(prefab) {
// create an EnumField for Mode
EnumField enumField = new(mode);
enumField.style.width = 80;
enumField.RegisterValueChangedCallback(OnModeChange);
outputContainer.Insert(0, enumField);
Button addButton = new(() => OnAddClusterOutput()) {
text = "Add"
@ -83,22 +72,6 @@ namespace NanoBrain {
Add(outputContainer);
}
private void OnModeChange(ChangeEvent<System.Enum> evt) {
mode = (Mode)evt.newValue;
Debug.Log("Mode changed to: " + mode);
}
Nucleus selectedOutput;
protected override void OnOutputChanged(string outputName) {
if (this.currentNucleus.parent != null)
// Get nucleus in the parent instance
this.selectedOutput = this.currentNucleus.parent.GetNucleus(outputName);
else
// Get nucleus in the prefab
this.selectedOutput = this.prefab.GetNucleus(outputName);
}
void OnAddClusterOutput() {
Nucleus newOutput = new Neuron(this.prefab, "New Output");
this.prefab.RefreshOutputs();
@ -115,6 +88,7 @@ namespace NanoBrain {
this.serializedBrain = new SerializedObject(this.prefab);
this.currentNucleus = nucleus;
Rebuild(inspectorContainer);
OnOutputChanged(outputsField.choices[0]);
}
void Rebuild(VisualElement inspectorContainer) {
@ -147,58 +121,6 @@ namespace NanoBrain {
inspectorContainer.Add(inspectorIMGUIContainer);
}
protected override void DrawGraph() {
if (mode == Mode.Focus)
DrawFocusGraph();
else
DrawFullGraph();
}
protected void DrawFullGraph() {
Dag dag = GenerateGraph(this.prefab);
BrainEditorWindow.ComputeLayout(dag);
// Draw edges
foreach (DagEdge e in dag.edges) {
DagNode from = dag.nodes.FirstOrDefault(x => x.id == e.fromId);
DagNode to = dag.nodes.FirstOrDefault(x => x.id == e.toId);
if (from == null || to == null)
continue;
Vector2 fromPosition = from.position;
Vector2 toPosition = to.position;
DrawEdge(fromPosition, toPosition);
}
// Draw nodes
foreach (DagNode n in dag.nodes)
DrawNucleus(n.nucleus, n.position, 1, n.radius);
}
public Dag GenerateGraph(ClusterPrefab prefab) {
Dag dag = new();
int ix = 0;
foreach (Nucleus nucleus in prefab.nuclei) {
DagNode node = new() {
id = ix,
title = nucleus.name,
nucleus = nucleus
};
dag.nodes.Add(node);
if (nucleus is Neuron neuron) {
foreach (Nucleus receiver in neuron.receivers) {
DagEdge edge = new() {
fromId = ix,
toId = prefab.GetNucleusIndex(receiver)
};
dag.edges.Add(edge);
}
}
ix++;
}
return dag;
}
#region Inspector
private VisualElement inspectorIMGUIContainer;

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@ -22,6 +22,12 @@ namespace NanoBrain {
protected VisualElement outputContainer;
protected readonly PopupField<string> outputsField;
public enum Mode {
Focus,
Full
}
public Mode mode = Mode.Focus;
public GraphView(ClusterPrefab prefab) {
this.prefab = prefab;
@ -43,6 +49,12 @@ namespace NanoBrain {
}
};
EnumField enumField = new(mode);
enumField.style.width = 80;
enumField.RegisterValueChangedCallback(OnModeChange);
outputContainer.Add(enumField);
List<string> names = this.prefab.outputs.Select(output => output.name).ToList();
if (names.Count > 0 && names.First() != null) {
outputsField = new(names, names.First()) {
@ -59,13 +71,19 @@ namespace NanoBrain {
RegisterCallback<DetachFromPanelEvent>(evt => Unsubscribe());
}
protected virtual void OnModeChange(ChangeEvent<System.Enum> evt) {
mode = (Mode)evt.newValue;
}
protected Nucleus selectedOutput;
protected virtual void OnOutputChanged(string outputName) {
if (this.currentNucleus.parent != null)
// Get nucleus in the parent instance
this.currentNucleus = this.currentNucleus.parent.GetNucleus(outputName);
this.selectedOutput = this.currentNucleus.parent.GetNucleus(outputName);
else
// Get nucleus in the prefab
this.currentNucleus = this.prefab.GetNucleus(outputName);
this.selectedOutput = this.prefab.GetNucleus(outputName);
this.currentNucleus = this.selectedOutput;
}
bool subscribed = false;
@ -82,22 +100,21 @@ namespace NanoBrain {
subscribed = false;
}
public void SetGraph(GameObject gameObject, Nucleus nucleus) { //}, VisualElement inspectorContainer) {
public void SetGraph(GameObject gameObject, Nucleus nucleus) {
this.gameObject = gameObject;
//this.cluster = brain;
if (Application.isPlaying == false)
this.serializedBrain = new SerializedObject(this.prefab);
this.currentNucleus = nucleus;
Rebuild(); //inspectorContainer);
OnOutputChanged(outputsField.choices[0]);
}
void Rebuild() { //VisualElement inspectorContainer) {
void Rebuild() {
BuildLayers();
if (this.currentNucleus == null) {
// inspectorContainer.Clear();
if (this.currentNucleus == null)
return;
}
string path = AssetDatabase.GetAssetPath(this.prefab); // or known path
this.prefabAsset = AssetDatabase.LoadAssetAtPath<ClusterPrefab>(path);
@ -106,7 +123,6 @@ namespace NanoBrain {
this.prefabAsset = CreateInstance<ClusterPrefab>();
//Debug.LogError("Cluster Prefab is not found on disk");
}
//DrawInspector(inspectorContainer);
}
protected void BuildLayers() {
@ -178,7 +194,68 @@ namespace NanoBrain {
}
protected virtual void DrawGraph() {
DrawFocusGraph();
if (mode == Mode.Focus)
DrawFocusGraph();
else
DrawFullGraph();
}
protected void DrawFullGraph() {
//Dag dag = GenerateGraph(this.prefab);
Dag dag = GenerateGraph(this.selectedOutput);
Dag.ComputeLayout(dag);
// Draw edges
foreach (DagEdge e in dag.edges) {
DagNode from = dag.nodes.FirstOrDefault(x => x.id == e.fromId);
DagNode to = dag.nodes.FirstOrDefault(x => x.id == e.toId);
if (from == null || to == null)
continue;
Vector2 fromPosition = from.position;
Vector2 toPosition = to.position;
DrawEdge(fromPosition, toPosition);
}
// Draw nodes
foreach (DagNode n in dag.nodes)
DrawNucleus(n.nucleus, n.position, 1, n.radius);
}
public Dag GenerateGraph(Nucleus rootNucleus) {
Dag dag = new();
if (rootNucleus == null)
return dag;
int ix = 0;
DagNode receiver = new() {
id = ix,
//title = nucleus.name,
nucleus = rootNucleus
};
dag.nodes.Add(receiver);
ix++;
DescendGraph(receiver, ref ix, dag);
return dag;
}
private void DescendGraph(DagNode receiver, ref int ix, Dag dag) {
foreach (Synapse synapse in receiver.nucleus.synapses) {
DagNode synapseNode = dag.FindNode(synapse.neuron.name);
if (synapseNode == null) {
synapseNode = new() {
id = ix,
nucleus = synapse.neuron
};
dag.nodes.Add(synapseNode);
}
DagEdge edge = new() {
fromId = synapseNode.id,
toId = receiver.id
};
dag.edges.Add(edge);
ix++;
DescendGraph(synapseNode, ref ix, dag);
}
}
protected void DrawFocusGraph() {
@ -416,7 +493,7 @@ namespace NanoBrain {
fontStyle = FontStyle.Bold,
};
if (nucleus.parent != null && nucleus.parent is Cluster parentCluster) {
if (nucleus.parent is Cluster parentCluster) {
if (expandArray) {
// Put array indices above elements
style.alignment = TextAnchor.LowerCenter;
@ -463,12 +540,12 @@ namespace NanoBrain {
}
}
if (expandArray == false) {// || nucleus is not IReceptor) {
if (expandArray == false) {
// put name below nucleus
Vector3 labelPos = position - Vector3.down * (size + 5); // below neuron
style.alignment = TextAnchor.UpperCenter;
if (nucleus.parent != null && nucleus.parent is Cluster parentCluster1) {
if (nucleus.parent != currentNucleus.parent && nucleus.parent is Cluster parentCluster1) {
// This neuron is part of another cluster
parentCluster1.name ??= "";
string baseName = "";
@ -612,4 +689,137 @@ namespace NanoBrain {
public int ix = 0;
public List<Nucleus> neuroids = new();
}
[System.Serializable]
public class DagNode {
public int id;
public Vector2 position;
public float radius = 20f; // circle radius
public Nucleus nucleus;
}
[System.Serializable]
public class DagEdge {
public int fromId;
public int toId;
}
public class Dag {
public List<DagNode> nodes = new();
public List<DagEdge> edges = new();
public DagNode FindNode(string name) {
foreach (DagNode node in this.nodes) {
if (node.nucleus.name == name)
return node;
}
return null;
}
public static DagNode GetNodeById(Dag dag, int id) => dag.nodes.FirstOrDefault(x => x.id == id);
public static void ComputeLayout(Dag dag) {
Dictionary<int, List<int>> adjacency = dag.nodes.ToDictionary(n => n.id, n => new List<int>());
Dictionary<int, int> outdegree = dag.nodes.ToDictionary(node => node.id, n => 0);
foreach (DagEdge edge in dag.edges) {
if (!adjacency.ContainsKey(edge.fromId) || !adjacency.ContainsKey(edge.toId))
continue;
adjacency[edge.fromId].Add(edge.toId);
outdegree[edge.fromId]++;
}
// Kahn's algorithm to compute topological layers (horizontal layers)
// build parent list (reverse adjacency) and parentIndegree = number of children each parent has
Dictionary<int, List<int>> parents = dag.nodes.ToDictionary(n => n.id, _ => new List<int>());
Dictionary<int, int> childCount = dag.nodes.ToDictionary(n => n.id, _ => 0);
foreach (DagEdge edge in dag.edges) {
if (!adjacency.ContainsKey(edge.fromId) || !adjacency.ContainsKey(edge.toId)) continue;
adjacency[edge.fromId].Add(edge.toId);
parents[edge.toId].Add(edge.fromId); // parent of 'to' is 'from'
childCount[edge.fromId]++; // outdegree
}
Dictionary<int, int> layer = new();
Queue<int> queue = new(outdegree.Where(kv => kv.Value == 0).Select(kv => kv.Key));
foreach (int id in queue)
layer[id] = 0;
// process parents (reverse traversal)
while (queue.Count > 0) {
int u = queue.Dequeue();
int l = layer[u];
foreach (int p in parents[u]) {
if (!layer.ContainsKey(p) || layer[p] < l + 1)
layer[p] = l + 1;
childCount[p]--; // decrement remaining unprocessed children
if (childCount[p] == 0)
queue.Enqueue(p);
}
}
// Any unreachable nodes -> assign next layers
int maxLayer = layer.Count > 0 ? layer.Values.Max() : 0;
foreach (DagNode node in dag.nodes) {
if (!layer.ContainsKey(node.id)) {
maxLayer++;
layer[node.id] = maxLayer;
}
}
// Group nodes by layer (left to right)
List<List<int>> layers =
layer.
GroupBy(kv => kv.Value).
OrderBy(g => g.Key).
Select(g => g.Select(x => x.Key).ToList()).
ToList();
// Same code without using Linq
// Build layers dictionary: layerIndex -> List<int> nodeIds
// Dictionary<int, List<int>> layersDict = new();
// foreach (KeyValuePair<int, int> kv in layer) {
// int nodeId = kv.Key;
// int layerIndex = kv.Value;
// if (!layersDict.TryGetValue(layerIndex, out List<int> list)) {
// list = new List<int>();
// layersDict[layerIndex] = list;
// }
// list.Add(nodeId);
// }
// // Determine sorted layer indices
// List<int> layerIndices = new(layersDict.Keys);
// layerIndices.Sort(); // ascending order
// // Build final List<List<int>> in sorted order
// List<List<int>> layers = new();
// foreach (int idx in layerIndices) {
// layers.Add(layersDict[idx]);
// }
float hSpacing = 100f;
float totalHeight = 400f;
// Place nodes: x increases with layer index, y spaced within layer
for (int layerIx = 0; layerIx < layers.Count; layerIx++) {
List<int> nodeList = layers[layerIx];
float spacing = totalHeight / nodeList.Count;
float margin = 10 + spacing / 2;
for (int i = 0; i < nodeList.Count; i++) {
int index = nodeList[i];
DagNode node = GetNodeById(dag, index);
if (node == null)
continue;
float x = hSpacing + layerIx * 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();
}
}
}