Completed full graph integration
This commit is contained in:
parent
830e3e7265
commit
471ed3661c
@ -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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: f041740900808273ab006e7d276a78e9
|
|
||||||
@ -62,18 +62,7 @@ namespace NanoBrain {
|
|||||||
|
|
||||||
public class GraphEditor : GraphView {
|
public class GraphEditor : GraphView {
|
||||||
|
|
||||||
public enum Mode {
|
|
||||||
Focus,
|
|
||||||
Full
|
|
||||||
}
|
|
||||||
public Mode mode = Mode.Focus;
|
|
||||||
|
|
||||||
public GraphEditor(ClusterPrefab prefab) : base(prefab) {
|
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()) {
|
Button addButton = new(() => OnAddClusterOutput()) {
|
||||||
text = "Add"
|
text = "Add"
|
||||||
@ -83,22 +72,6 @@ namespace NanoBrain {
|
|||||||
Add(outputContainer);
|
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() {
|
void OnAddClusterOutput() {
|
||||||
Nucleus newOutput = new Neuron(this.prefab, "New Output");
|
Nucleus newOutput = new Neuron(this.prefab, "New Output");
|
||||||
this.prefab.RefreshOutputs();
|
this.prefab.RefreshOutputs();
|
||||||
@ -115,6 +88,7 @@ namespace NanoBrain {
|
|||||||
this.serializedBrain = new SerializedObject(this.prefab);
|
this.serializedBrain = new SerializedObject(this.prefab);
|
||||||
this.currentNucleus = nucleus;
|
this.currentNucleus = nucleus;
|
||||||
Rebuild(inspectorContainer);
|
Rebuild(inspectorContainer);
|
||||||
|
OnOutputChanged(outputsField.choices[0]);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Rebuild(VisualElement inspectorContainer) {
|
void Rebuild(VisualElement inspectorContainer) {
|
||||||
@ -147,58 +121,6 @@ namespace NanoBrain {
|
|||||||
inspectorContainer.Add(inspectorIMGUIContainer);
|
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
|
#region Inspector
|
||||||
|
|
||||||
private VisualElement inspectorIMGUIContainer;
|
private VisualElement inspectorIMGUIContainer;
|
||||||
|
|||||||
@ -22,6 +22,12 @@ namespace NanoBrain {
|
|||||||
protected VisualElement outputContainer;
|
protected VisualElement outputContainer;
|
||||||
protected readonly PopupField<string> outputsField;
|
protected readonly PopupField<string> outputsField;
|
||||||
|
|
||||||
|
public enum Mode {
|
||||||
|
Focus,
|
||||||
|
Full
|
||||||
|
}
|
||||||
|
public Mode mode = Mode.Focus;
|
||||||
|
|
||||||
public GraphView(ClusterPrefab prefab) {
|
public GraphView(ClusterPrefab prefab) {
|
||||||
this.prefab = 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();
|
List<string> names = this.prefab.outputs.Select(output => output.name).ToList();
|
||||||
if (names.Count > 0 && names.First() != null) {
|
if (names.Count > 0 && names.First() != null) {
|
||||||
outputsField = new(names, names.First()) {
|
outputsField = new(names, names.First()) {
|
||||||
@ -59,13 +71,19 @@ namespace NanoBrain {
|
|||||||
RegisterCallback<DetachFromPanelEvent>(evt => Unsubscribe());
|
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) {
|
protected virtual void OnOutputChanged(string outputName) {
|
||||||
if (this.currentNucleus.parent != null)
|
if (this.currentNucleus.parent != null)
|
||||||
// Get nucleus in the parent instance
|
// Get nucleus in the parent instance
|
||||||
this.currentNucleus = this.currentNucleus.parent.GetNucleus(outputName);
|
this.selectedOutput = this.currentNucleus.parent.GetNucleus(outputName);
|
||||||
else
|
else
|
||||||
// Get nucleus in the prefab
|
// Get nucleus in the prefab
|
||||||
this.currentNucleus = this.prefab.GetNucleus(outputName);
|
this.selectedOutput = this.prefab.GetNucleus(outputName);
|
||||||
|
this.currentNucleus = this.selectedOutput;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool subscribed = false;
|
bool subscribed = false;
|
||||||
@ -82,22 +100,21 @@ namespace NanoBrain {
|
|||||||
subscribed = false;
|
subscribed = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetGraph(GameObject gameObject, Nucleus nucleus) { //}, VisualElement inspectorContainer) {
|
public void SetGraph(GameObject gameObject, Nucleus nucleus) {
|
||||||
this.gameObject = gameObject;
|
this.gameObject = gameObject;
|
||||||
//this.cluster = brain;
|
|
||||||
if (Application.isPlaying == false)
|
if (Application.isPlaying == false)
|
||||||
this.serializedBrain = new SerializedObject(this.prefab);
|
this.serializedBrain = new SerializedObject(this.prefab);
|
||||||
this.currentNucleus = nucleus;
|
this.currentNucleus = nucleus;
|
||||||
Rebuild(); //inspectorContainer);
|
Rebuild(); //inspectorContainer);
|
||||||
|
OnOutputChanged(outputsField.choices[0]);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Rebuild() { //VisualElement inspectorContainer) {
|
void Rebuild() {
|
||||||
BuildLayers();
|
BuildLayers();
|
||||||
|
|
||||||
if (this.currentNucleus == null) {
|
if (this.currentNucleus == null)
|
||||||
// inspectorContainer.Clear();
|
|
||||||
return;
|
return;
|
||||||
}
|
|
||||||
|
|
||||||
string path = AssetDatabase.GetAssetPath(this.prefab); // or known path
|
string path = AssetDatabase.GetAssetPath(this.prefab); // or known path
|
||||||
this.prefabAsset = AssetDatabase.LoadAssetAtPath<ClusterPrefab>(path);
|
this.prefabAsset = AssetDatabase.LoadAssetAtPath<ClusterPrefab>(path);
|
||||||
@ -106,7 +123,6 @@ namespace NanoBrain {
|
|||||||
this.prefabAsset = CreateInstance<ClusterPrefab>();
|
this.prefabAsset = CreateInstance<ClusterPrefab>();
|
||||||
//Debug.LogError("Cluster Prefab is not found on disk");
|
//Debug.LogError("Cluster Prefab is not found on disk");
|
||||||
}
|
}
|
||||||
//DrawInspector(inspectorContainer);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
protected void BuildLayers() {
|
protected void BuildLayers() {
|
||||||
@ -178,7 +194,68 @@ namespace NanoBrain {
|
|||||||
}
|
}
|
||||||
|
|
||||||
protected virtual void DrawGraph() {
|
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() {
|
protected void DrawFocusGraph() {
|
||||||
@ -416,7 +493,7 @@ namespace NanoBrain {
|
|||||||
fontStyle = FontStyle.Bold,
|
fontStyle = FontStyle.Bold,
|
||||||
};
|
};
|
||||||
|
|
||||||
if (nucleus.parent != null && nucleus.parent is Cluster parentCluster) {
|
if (nucleus.parent is Cluster parentCluster) {
|
||||||
if (expandArray) {
|
if (expandArray) {
|
||||||
// Put array indices above elements
|
// Put array indices above elements
|
||||||
style.alignment = TextAnchor.LowerCenter;
|
style.alignment = TextAnchor.LowerCenter;
|
||||||
@ -463,12 +540,12 @@ namespace NanoBrain {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (expandArray == false) {// || nucleus is not IReceptor) {
|
if (expandArray == false) {
|
||||||
// put name below nucleus
|
// put name below nucleus
|
||||||
Vector3 labelPos = position - Vector3.down * (size + 5); // below neuron
|
Vector3 labelPos = position - Vector3.down * (size + 5); // below neuron
|
||||||
style.alignment = TextAnchor.UpperCenter;
|
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
|
// This neuron is part of another cluster
|
||||||
parentCluster1.name ??= "";
|
parentCluster1.name ??= "";
|
||||||
string baseName = "";
|
string baseName = "";
|
||||||
@ -612,4 +689,137 @@ namespace NanoBrain {
|
|||||||
public int ix = 0;
|
public int ix = 0;
|
||||||
public List<Nucleus> neuroids = new();
|
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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
Loading…
x
Reference in New Issue
Block a user