Merge commit '4ae9a15fc61f386b96ce0f7b440780f562d7dc68'

This commit is contained in:
Pascal Serrarens 2026-04-23 15:24:00 +02:00
commit 517e73881a
29 changed files with 2562 additions and 3191 deletions

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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
}
[System.Serializable]
public class DagEdge {
public int fromId;
public int toId;
}
public class BrainEditorWindow : EditorWindow {
readonly List<DagNode> nodes = new();
readonly List<DagEdge> edges = new();
Vector2 pan = Vector2.zero;
float zoom = 1.0f;
const float minZoom = 0.5f;
const float maxZoom = 2.0f;
// Vector2 dragStart;
// bool draggingNode = false;
// int draggingNodeId = -1;
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() {
// if (nodes.Count == 0)
// CreateSampleGraph();
// Register callback so window updates when selection changes
Selection.selectionChanged += OnSelectionChanged;
RefreshSelection();
ComputeLeftToRightLayout();
}
private void OnDisable() {
Selection.selectionChanged -= OnSelectionChanged;
}
private void OnSelectionChanged() {
RefreshSelection();
ComputeLeftToRightLayout();
Repaint();
}
private void RefreshSelection() {
ClusterPrefab prefab = Selection.activeObject as ClusterPrefab;
if (prefab != null && acceptedType.IsAssignableFrom(prefab.GetType())) {
GenerateGraph(prefab);
}
}
private void GenerateGraph(ClusterPrefab prefab) {
nodes.Clear();
edges.Clear();
int ix = 0;
foreach (Nucleus nucleus in prefab.nuclei) {
nodes.Add(new DagNode() { id = ix, title = nucleus.name });
if (nucleus is Neuron neuron) {
foreach (Nucleus receiver in neuron.receivers) {
int receiverIx = prefab.GetNucleusIndex(receiver);
edges.Add(new DagEdge() { fromId = ix, toId = receiverIx });
}
}
ix++;
}
}
// void CreateSampleGraph() {
// nodes.Clear();
// edges.Clear();
// nodes.Add(new DagNode() { id = 0, title = "In1" });
// nodes.Add(new DagNode() { id = 1, title = "In2" });
// nodes.Add(new DagNode() { id = 2, title = "A" });
// nodes.Add(new DagNode() { id = 3, title = "B" });
// nodes.Add(new DagNode() { id = 4, title = "C" });
// nodes.Add(new DagNode() { id = 5, title = "Out1" });
// nodes.Add(new DagNode() { id = 6, title = "Out2" });
// edges.Add(new DagEdge() { fromId = 0, toId = 2 });
// edges.Add(new DagEdge() { fromId = 1, toId = 2 });
// edges.Add(new DagEdge() { fromId = 2, toId = 3 });
// edges.Add(new DagEdge() { fromId = 2, toId = 4 });
// edges.Add(new DagEdge() { fromId = 3, toId = 5 });
// edges.Add(new DagEdge() { fromId = 4, toId = 6 });
// }
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();
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 * zoom) *
Matrix4x4.TRS(-windowCenter, Quaternion.identity, Vector3.one);
// Draw edges first
foreach (DagEdge e in edges) {
DagNode from = GetNodeById(e.fromId);
DagNode to = GetNodeById(e.toId);
if (from == null || to == null) continue;
DrawEdgeCircleNodes(from, to);
}
// Draw nodes (circles)
foreach (DagNode n in nodes)
DrawNucleus(n);
GUI.matrix = oldMatrix;
// Footer toolbar
GUILayout.FlexibleSpace();
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
if (GUILayout.Button("Fit", EditorStyles.toolbarButton)) FitToView();
if (GUILayout.Button("Layout LR", EditorStyles.toolbarButton)) ComputeLeftToRightLayout();
EditorGUILayout.EndHorizontal();
}
void HandleInput() {
Event e = Event.current;
// Zoom with scroll
if (e.type == EventType.ScrollWheel) {
float oldZoom = zoom;
float delta = -e.delta.y * 0.01f;
zoom = Mathf.Clamp(zoom + delta, minZoom, maxZoom);
Vector2 mouse = e.mousePosition;
pan += (mouse - new Vector2(position.width / 2, position.height / 2)) * (1 - zoom / oldZoom);
e.Use();
}
// 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();
}
}
DagNode GetNodeById(int id) => nodes.FirstOrDefault(x => x.id == id);
List<DagEdge> GetIncomingEdges(DagNode node) {
List<DagEdge> incoming = new();
foreach (DagEdge e in edges) {
if (e.toId == node.id)
incoming.Add(e);
}
return incoming;
}
List<DagEdge> GetOutgoingEdges(DagNode node) {
List<DagEdge> outgoing = new();
foreach (DagEdge e in edges) {
if (e.fromId == node.id)
outgoing.Add(e);
}
return outgoing;
}
void DrawNucleus(DagNode n) {
Vector3 position = n.position;
Handles.color = Color.white * 0.9f;
Handles.DrawSolidDisc(n.position, Vector3.forward, n.radius);
if (GetIncomingEdges(n).Count == 0)
DrawArrowHead(n.position - new Vector2(n.radius + 10, 0), n.position - new Vector2(n.radius + 5, 0), 10f / zoom, 12f / zoom, Color.white);
if (GetOutgoingEdges(n).Count == 0)
DrawArrowHead(n.position + new Vector2(n.radius + 10, 0), n.position + new Vector2(n.radius + 15, 0), 10f / zoom, 12f / zoom, Color.white);
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);
}
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);
// Vector2 dir = (b - a).normalized;
// Vector2 start = a + dir * from.radius;
// Vector2 end = b - dir * to.radius;
//DrawArrowHead(end - dir * 2f, end, 10f / zoom, 12f / zoom, Color.white);
}
void DrawArrowHead(Vector2 from, Vector2 to, float headWidth, float headLength, Color color) {
Vector2 dir = (to - from).normalized;
if (dir == Vector2.zero) return;
Vector2 right = new Vector2(-dir.y, dir.x);
Vector3 p1 = to;
Vector3 p2 = to - dir * headLength + right * headWidth * 0.5f;
Vector3 p3 = to - dir * headLength - right * headWidth * 0.5f;
Handles.color = color;
Handles.DrawAAConvexPolygon(p1, p2, p3);
}
// Left-to-right layered layout (sources on the left, sinks on the right)
void ComputeLeftToRightLayout() {
// build adjacency and indegree
var adj = nodes.ToDictionary(n => n.id, n => new List<int>());
var indeg = nodes.ToDictionary(n => n.id, n => 0);
foreach (var e in edges) {
if (!adj.ContainsKey(e.fromId) || !adj.ContainsKey(e.toId)) continue;
adj[e.fromId].Add(e.toId);
indeg[e.toId]++;
}
// Kahn's algorithm to compute topological layers (horizontal layers)
Dictionary<int, int> layer = new();
Queue<int> q = new(indeg.Where(kv => kv.Value == 0).Select(kv => kv.Key));
foreach (var id in q) layer[id] = 0;
while (q.Count > 0) {
int u = q.Dequeue();
int l = layer[u];
foreach (var v in adj[u]) {
// prefer placing v at least one layer after u
if (!layer.ContainsKey(v) || layer[v] < l + 1) layer[v] = l + 1;
indeg[v]--;
if (indeg[v] == 0) q.Enqueue(v);
}
}
// Any unreachable nodes -> assign next layers
int maxLayer = layer.Count > 0 ? layer.Values.Max() : 0;
foreach (var n in nodes) {
if (!layer.ContainsKey(n.id)) {
maxLayer++;
layer[n.id] = maxLayer;
}
}
// Group nodes by layer (left to right)
var layers = layer.GroupBy(kv => kv.Value).OrderBy(g => g.Key).Select(g => g.Select(x => x.Key).ToList()).ToList();
// Layout parameters (horizontal spacing drives left->right)
float hSpacing = 150f;
float vSpacing = 100f;
// Place nodes: x increases with layer index, y spaced within layer
for (int li = 0; li < layers.Count; li++) {
var lst = layers[li];
float totalHeight = (lst.Count - 1) * vSpacing;
for (int i = 0; i < lst.Count; i++) {
int id = lst[i];
var n = GetNodeById(id);
if (n == null) continue;
float x = hSpacing + li * hSpacing;
float y = 400 - totalHeight / 2f + i * vSpacing;
// Debug.Log($"({li}, {i}) -> {x}, {y}");
n.position = new Vector2(x, y);
}
}
Repaint();
}
void FitToView() {
if (nodes.Count == 0) return;
// compute bounds including radii
Rect bounds = new Rect(nodes[0].position - Vector2.one * nodes[0].radius, Vector2.one * nodes[0].radius * 2f);
foreach (var n in nodes)
bounds = RectUnion(bounds, new Rect(n.position - Vector2.one * n.radius, Vector2.one * n.radius * 2f));
// center graph at origin (0,0) then set pan so it appears centered in window
Vector2 graphCenter = bounds.center;
// move nodes so center is at origin
for (int i = 0; i < nodes.Count; i++)
nodes[i].position -= graphCenter;
// reset pan/zoom so centered
pan = Vector2.zero;
zoom = 1.0f;
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);
}
Vector2 ScreenToGraph_old(Vector2 screenPos) {
Vector2 origin = new Vector2(position.width / 2, position.height / 2);
// invert the GUI.matrix transform (approx for current simple transforms)
return (screenPos - (origin + pan)) / zoom + origin * (1 - 1 / zoom);
}
Vector2 ScreenToGraph(Vector2 screenPos) {
Vector2 windowCenter = new Vector2(position.width / 2f, position.height / 2f);
Rect bounds = GetGraphBounds();
Vector2 graphCenter = bounds.center;
Vector2 autoPan = -graphCenter;
// inverse of: screen -> translate by -(windowCenter+autoPan+pan), scale by 1/zoom, translate by windowCenter
return (screenPos - (windowCenter + autoPan + pan)) / zoom + windowCenter;
}
Rect GetGraphBounds() {
if (nodes == null || nodes.Count == 0) return new Rect(Vector2.zero, Vector2.one);
Rect bounds = new(
nodes[0].position - Vector2.one * nodes[0].radius,
2f * nodes[0].radius * Vector2.one);
foreach (var n in nodes)
bounds = RectUnion(bounds,
new Rect(n.position - Vector2.one * n.radius, 2f * n.radius * Vector2.one));
return bounds;
}
int HitTestNode(Vector2 graphPos) {
// returns node id under point or -1
for (int i = nodes.Count - 1; i >= 0; i--) {
var n = nodes[i];
if ((graphPos - n.position).sqrMagnitude <= n.radius * n.radius) return n.id;
}
return -1;
}
}
}

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fileFormatVersion: 2
guid: f041740900808273ab006e7d276a78e9

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Editor/Brain_Editor.cs Normal file
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using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
namespace NanoBrain {
[CustomEditor(typeof(Brain))]
public class Brain_Editor : Editor {
protected static VisualElement mainContainer;
protected static VisualElement inspectorContainer;
public Brain component;
private SerializedProperty brainProp;
public void OnEnable() {
component = target as Brain;
if (Application.isPlaying == false && serializedObject != null) {
string propertyName = nameof(Brain.brainPrefab);
brainProp = serializedObject.FindProperty(propertyName);
}
}
public override VisualElement CreateInspectorGUI() {
if (Application.isPlaying == false)
serializedObject.Update();
VisualElement root = new() {
style = {
paddingLeft = 0,
paddingRight = 0,
paddingTop = 0,
paddingBottom = 0
}
};
root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
PropertyField brainField = new(brainProp) {
label = "Cluster Prefab"
};
root.Add(brainField);
CreateViewer(root, component.brain, component.gameObject);
if (Application.isPlaying == false)
serializedObject.ApplyModifiedProperties();
return root;
}
public ClusterViewer.GraphView CreateViewer(VisualElement root, Cluster cluster, GameObject gameObject) {
VisualElement mainContainer = new() {
style = {
flexDirection = FlexDirection.Row,
minHeight = 450
}
};
ClusterViewer.GraphView graph = new(cluster);
graph.style.flexGrow = 1;
mainContainer.Add(graph);
root.Add(mainContainer);
graph.SetGraph(gameObject);
return graph;
}
}
}

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Editor/ClusterEditor.cs Normal file
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using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace NanoBrain {
[CustomEditor(typeof(ClusterPrefab))]
public class ClusterEditor : ClusterViewer {
public override VisualElement CreateInspectorGUI() {
ClusterPrefab prefab = target as ClusterPrefab;
if (prefab != null)
prefab.EnsureInitialization();
serializedObject.Update();
VisualElement root = new();
CreateEditor(root, prefab, null);
serializedObject.ApplyModifiedProperties();
return root;
}
public GraphView CreateEditor(VisualElement root, ClusterPrefab cluster, GameObject gameObject) {
root.style.paddingLeft = 0;
root.style.paddingRight = 0;
root.style.paddingTop = 0;
root.style.paddingBottom = 0;
root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
VisualElement mainContainer = new() {
style = {
flexDirection = FlexDirection.Row,
}
};
GraphEditor graphContainer = new(cluster);
graphContainer.style.flexShrink = 0;
graphContainer.style.width = 300;
graphContainer.style.overflow = Overflow.Hidden;
VisualElement inspectorContainer = new() {
name = "inspector",
style = {
minHeight = 450,
width = 300,
flexGrow = 0,
flexDirection = FlexDirection.Row,
}
};
mainContainer.Add(graphContainer);
mainContainer.Add(inspectorContainer);
root.Add(mainContainer);
graphContainer.SetGraph(gameObject, inspectorContainer);
return graphContainer;
}
public class GraphEditor : GraphView {
protected ClusterPrefab prefab;
public GraphEditor(ClusterPrefab prefab) : base(prefab.output.parent) {
this.prefab = prefab;
// In a Prefab editor, no instance exists but we need it for the ClusterViewer.
// So we create a temporary instance
Cluster cluster = new(prefab);
this.currentCluster = cluster;
Button addButton = new(() => OnAddClusterOutput()) {
text = "Add"
};
topMenuContainer?.Add(addButton);
Add(topMenuContainer);
}
void OnAddClusterOutput() {
Nucleus newOutput = new Neuron(this.prefab, "New Output");
this.prefab.RefreshOutputs();
outputsPopup.choices = this.prefab.outputs.Select(output => output.name).ToList();
outputsPopup.value = newOutput.name;
this.currentNucleus = newOutput;
}
public void SetGraph(GameObject gameObject, VisualElement inspectorContainer) {
this.gameObject = gameObject;
if (Application.isPlaying == false)
this.serializedBrain = new SerializedObject(this.prefab);
this.selectedOutput = this.currentCluster.outputs[0];
this.currentNucleus = this.selectedOutput;
//this.currentCluster = this.currentNucleus.parent;
Rebuild(inspectorContainer);
// if (outputsPopup != null)
// OnOutputChanged(outputsPopup.choices[0]);
}
private void Rebuild(VisualElement inspectorContainer) {
if (this.currentNucleus == null) {
inspectorContainer.Clear();
return;
}
string path = AssetDatabase.GetAssetPath(this.prefab); // or known path
this.prefabAsset = AssetDatabase.LoadAssetAtPath<ClusterPrefab>(path);
if (this.prefabAsset == null) {
// create in memory save if it doesn't exist
this.prefabAsset = CreateInstance<ClusterPrefab>();
//Debug.LogError("Cluster Prefab is not found on disk");
}
// DrawInspector(inspectorContainer);
if (inspectorContainer == null)
return;
inspectorContainer.Clear();
if (this.currentNucleus == null)
return;
// create a SerializedObject wrapper so Unity inspector controls work (and Undo)
SerializedObject so = new(prefabAsset);
foreach (Nucleus nucleus in this.prefab.nuclei) {
nucleus.Initialize();
}
this.inspectorIMGUIContainer = new IMGUIContainer(() => InspectorHandler(so));
inspectorContainer.Add(inspectorIMGUIContainer);
}
#region Inspector
private VisualElement inspectorIMGUIContainer;
private bool showSynapses = true;
private bool showActivation = true;
protected bool breakOnWake = false;
protected bool trace = false;
void InspectorHandler(SerializedObject serializedObject) {
bool anythingChanged = false;
if (serializedObject == null || serializedObject.targetObject == null)
return;
if (this.currentNucleus == null)
return;
serializedObject.Update();
GUIStyle headerStyle = new(EditorStyles.boldLabel) {
alignment = TextAnchor.MiddleLeft,
margin = new RectOffset(10, 0, 4, 4)
};
GUIStyle boldTextFieldStyle = new(EditorStyles.textField) {
fontStyle = FontStyle.Bold
};
// Nucleus type
string nucleusType = this.currentNucleus.GetType().Name;
GUILayout.Label(nucleusType, headerStyle);
// Nucleus name
if (this.currentNucleus.parent is Cluster parentCluster) {
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button(this.currentNucleus.parent.name))
OnClusterClick(parentCluster);
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(this.currentNucleus.name, boldTextFieldStyle);
EditorGUI.EndDisabledGroup();
if (GUILayout.Button("Reimport"))
ReimportCluster(parentCluster);
EditorGUILayout.EndHorizontal();
}
else {
string newName = EditorGUILayout.TextField(this.currentNucleus.name, boldTextFieldStyle);
if (newName != this.currentNucleus.name) {
this.currentNucleus.name = newName;
this.prefab.RefreshOutputs();
outputsPopup.choices = this.prefab.outputs.Select(output => output.name).ToList();
anythingChanged = true;
}
}
// Current output value
if (Application.isPlaying) {
if (currentNucleus is Neuron currentNeuron1) {
GUIContent nameLabel = new("Output", currentNeuron1.outputValue.ToString());
EditorGUILayout.FloatField(nameLabel, currentNeuron1.outputMagnitude);
}
else
EditorGUILayout.LabelField(" ");
}
else
EditorGUILayout.LabelField(" ");
// Memory cell
if (this.currentNucleus is MemoryCell memory)
MemoryCellInspector(memory, ref anythingChanged);
// Cluster
else if (this.currentNucleus is Cluster cluster)
ClusterInspector(cluster, ref anythingChanged);
// Other
else
NucleusInspector(this.currentNucleus, ref anythingChanged);
if (GUILayout.Button("Delete"))
DeleteNucleus(this.currentNucleus);
serializedObject.ApplyModifiedProperties();
if (anythingChanged) {
EditorUtility.SetDirty(prefabAsset);
AssetDatabase.SaveAssets();
}
}
protected void MemoryCellInspector(MemoryCell memoryCell, ref bool anythingChanged) {
memoryCell.staticMemory = EditorGUILayout.Toggle("Static Memory", memoryCell.staticMemory);
NucleusInspector(memoryCell, ref anythingChanged);
}
protected void ClusterInspector(Cluster cluster, ref bool anythingChanged) {
EditorGUILayout.BeginHorizontal();
int instanceCount = cluster.instanceCount;
if (instanceCount <= 1) {
if (cluster.siblingClusters != null && cluster.siblingClusters.Length > 1)
instanceCount = cluster.siblingClusters.Count();
else
instanceCount = 1;
}
EditorGUILayout.IntField("Instances", instanceCount, GUILayout.MinWidth(150));
if (GUILayout.Button("Add")) {
Undo.RecordObject(prefabAsset, "Array add " + prefabAsset.name);
//cluster.AddInstance(this.prefab);
cluster.AddInstance();
anythingChanged = true;
}
if (GUILayout.Button("Del")) {
Undo.RecordObject(prefabAsset, "Array delete " + prefabAsset.name);
cluster.RemoveInstance();
anythingChanged = true;
}
EditorGUILayout.EndHorizontal();
if (GUILayout.Button("Reimport Cluster"))
ReimportCluster(cluster);
}
protected void NucleusInspector(Nucleus nucleus, ref bool anythingChanged) {
SynapsesInspector(ref anythingChanged);
ActivationInspector(ref anythingChanged);
EditorGUILayout.Space();
breakOnWake = EditorGUILayout.Toggle("Break on wake", breakOnWake);
if (breakOnWake && this.currentNucleus is Neuron currentNeuron) {
if (currentNeuron.isSleeping == false)
Debug.Break();
}
trace = EditorGUILayout.Toggle("Trace", trace);
this.currentNucleus.trace = trace;
}
protected void SynapsesInspector(ref bool anythingChanged) {
showSynapses = EditorGUILayout.BeginFoldoutHeaderGroup(showSynapses, "Synapses");
if (showSynapses) {
if (this.currentNucleus is Neuron neuron2) {
Neuron.CombinatorType newCombinator = (Neuron.CombinatorType)EditorGUILayout.EnumPopup("Combinator", neuron2.combinator);
anythingChanged |= newCombinator != neuron2.combinator;
neuron2.combinator = newCombinator;
}
EditorGUIUtility.wideMode = true;
float previousLabelWidth = EditorGUIUtility.labelWidth;
EditorGUIUtility.labelWidth = 100;
Vector3 newBias = EditorGUILayout.Vector3Field("Bias", this.currentNucleus.bias);
anythingChanged |= newBias != this.currentNucleus.bias;
this.currentNucleus.bias = newBias;
EditorGUIUtility.labelWidth = previousLabelWidth;
Nucleus[] array = null;
int elementIx = -1;
if (this.currentNucleus.synapses.Count > 0) {
Synapse[] synapses = this.currentNucleus.synapses.ToArray();
foreach (Synapse synapse in synapses) {
if (synapse.neuron == null)
continue;
if (array != null) {
if (synapse.neuron.parent is Cluster iCluster && elementIx > 0) {
int thisElementIx = Cluster.GetNucleusIndex(iCluster.clusterNuclei, synapse.neuron);
if (thisElementIx == elementIx)
continue;
else
elementIx = thisElementIx;
}
if (array.Contains(synapse.neuron))
continue;
else if (array.Contains(synapse.neuron.parent))
continue;
}
else {
if (synapse.neuron.parent is Cluster iReceptor) {
array = iReceptor.siblingClusters;
if (iReceptor is Cluster iCluster)
elementIx = Cluster.GetNucleusIndex(iCluster.clusterNuclei, synapse.neuron);
}
}
EditorGUILayout.Space();
if (Application.isPlaying) {
if (synapse.neuron is Neuron synapseNeuron) {
Vector3 value = synapseNeuron.outputValue * synapse.weight;
GUIContent synapseValueLabel = new(synapse.neuron.name, synapseNeuron.outputValue.ToString());
EditorGUILayout.FloatField(synapseValueLabel, synapseNeuron.outputMagnitude);
}
}
else {
EditorGUILayout.BeginHorizontal();
if (synapse.neuron.clusterPrefab != this.currentNucleus.clusterPrefab) {
// If it is a cluster
GUIStyle labelStyle = new(GUI.skin.label);
float labelWidth = 200;
if (synapse.neuron.clusterPrefab != null) {
labelWidth = labelStyle.CalcSize(new GUIContent($"{synapse.neuron.clusterPrefab.name}.")).x;
GUILayout.Label($"{synapse.neuron.clusterPrefab.name}", GUILayout.Width(labelWidth));
}
//string[] options = synapse.neuron.parent.clusterNuclei.Select(n => n.name).ToArray();
string[] options = synapse.neuron.clusterPrefab.nuclei.Select(n => n.name).ToArray();
int selectedIndex = System.Array.IndexOf(options, synapse.neuron.name);
int newIndex = EditorGUILayout.Popup(selectedIndex, options);
// if (newIndex != selectedIndex && synapse.neuron.clusterPrefab.nuclei[newIndex] is Neuron newNeuron)
// ChangeSynapse(synapse, newNeuron);
if (newIndex != selectedIndex) {
// It shall be ensured that the parent.clusterNuclei and
// clusterPrefab.nuclei contain the same neurons in the same order....
Nucleus selectedNucleus = synapse.neuron.parent.clusterNuclei[newIndex];
Neuron newNeuron = selectedNucleus as Neuron;
ChangeSynapse(synapse, newNeuron);
}
}
else
GUILayout.Label(synapse.neuron.name);
bool disconnecting = GUILayout.Button("Disconnect", GUILayout.Width(80));
if (disconnecting && synapse.neuron is Neuron synapseNeuron) {
synapseNeuron.RemoveReceiver(this.currentNucleus);
this.prefab.GarbageCollection();
anythingChanged = true;
}
EditorGUILayout.EndHorizontal();
}
EditorGUI.indentLevel++;
float newWeight = EditorGUILayout.FloatField("Weight", synapse.weight);
if (newWeight != synapse.weight) {
// if (synapse.neuron.parent is IReceptor receptor) {
// Nucleus[] receptorArray = receptor.nucleiArray;
// foreach (Synapse s in this.currentNucleus.synapses) {
// if (s.neuron.parent is IReceptor r && r.nucleiArray == receptorArray)
// s.weight = newWeight;
// }
// }
// else
synapse.weight = newWeight;
anythingChanged = true;
}
EditorGUI.indentLevel--;
}
}
EditorGUILayout.Space();
anythingChanged |= ConnectNucleus(this.prefab, this.currentNucleus);
anythingChanged |= AddSynapse(this.prefab, this.currentNucleus);
}
EditorGUILayout.EndFoldoutHeaderGroup();
}
protected void ActivationInspector(ref bool anythingChanged) {
EditorGUILayout.Space();
showActivation = EditorGUILayout.BeginFoldoutHeaderGroup(showActivation, "Activation");
if (showActivation) {
if (this.currentNucleus is Neuron neuron) {
if (this.currentNucleus is not MemoryCell) {
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Activation Curve", GUILayout.MinWidth(60));
if (neuron.curveMax > 0)
EditorGUILayout.CurveField(neuron.curve, Color.cyan, new Rect(0, 0, 1, neuron.curveMax), GUILayout.Width(40));
else
EditorGUILayout.CurveField(neuron.curve, Color.cyan, new Rect(0, neuron.curveMax, 1, -neuron.curveMax), GUILayout.Width(40));
Neuron.ActivationType newPreset = (Neuron.ActivationType)EditorGUILayout.EnumPopup(neuron.curvePreset, GUILayout.MinWidth(50));
anythingChanged |= newPreset != neuron.curvePreset;
neuron.curvePreset = newPreset;
EditorGUILayout.EndHorizontal();
}
// if (neuron is Receptor receptor2) {
// if (receptor2.nucleiArray == null || receptor2.nucleiArray.Count() == 0)
// receptor2.array = new NucleusArray(neuron);
// }
}
EditorGUILayout.Space();
}
EditorGUILayout.EndFoldoutHeaderGroup();
}
#region Synapses
protected virtual void AddInput(Nucleus.Type selectedType, Nucleus nucleus) {
switch (selectedType) {
case Nucleus.Type.Neuron:
AddNeuronInput(nucleus);
break;
case Nucleus.Type.MemoryCell:
AddMemoryCellInput(nucleus);
break;
case Nucleus.Type.Cluster:
AddClusterInput(nucleus);
break;
// case Nucleus.Type.Receptor:
// AddReceptorInput(nucleus);
// break;
// case Nucleus.Type.ClusterReceptor:
// AddClusterReceptorInput(nucleus);
// break;
// case Nucleus.Type.ClusterArray:
// AddClusterArrayInput(nucleus);
// break;
default:
break;
}
}
protected virtual void AddNeuronInput(Nucleus nucleus) {
Neuron newNeuroid = new(this.prefab, "New neuron");
newNeuroid.AddReceiver(nucleus);
this.currentNucleus = newNeuroid;
}
protected virtual void AddMemoryCellInput(Nucleus nucleus) {
MemoryCell newMemory = new(this.prefab, "New memory cell");
newMemory.AddReceiver(nucleus);
this.currentNucleus = newMemory;
}
protected virtual void AddClusterInput(Nucleus nucleus) {
ClusterPickerWindow.ShowPicker(brain => OnClusterPicked(nucleus, brain), "Select Cluster");
}
private void OnClusterPicked(Nucleus nucleus, ClusterPrefab selectedPrefab) {
Cluster subclusterInstance = new(selectedPrefab, this.prefab);
subclusterInstance.defaultOutput.AddReceiver(nucleus);
}
private void ReimportCluster(Cluster subCluster) {
if (subCluster.siblingClusters == null || subCluster.siblingClusters.Length <= 0) {
Cluster reimportedCluster = new(subCluster.prefab, this.prefab);
subCluster.MoveReceivers(reimportedCluster);
// subcluster should be garbage now...
this.currentNucleus = reimportedCluster;
}
else {
this.currentNucleus = null;
List<Cluster> newSiblingsList = new();
foreach (Cluster sibling in subCluster.siblingClusters) {
Cluster reimportedCluster = new(sibling.prefab, this.prefab) {
name = sibling.name
};
sibling.MoveReceivers(reimportedCluster);
newSiblingsList.Add(reimportedCluster);
// make the first reimportedCluster the new current nucleus
this.currentNucleus ??= reimportedCluster;
}
Cluster[] newSiblings = newSiblingsList.ToArray();
foreach (Cluster sibling in newSiblings)
sibling.siblingClusters = newSiblings;
}
}
int selectedConnectNucleus = -1;
// Connect to another nucleus
protected virtual bool ConnectNucleus(ClusterPrefab cluster, Nucleus nucleusToConnect) {
if (cluster == null)
return false;
IEnumerable<Nucleus> synapseNuclei = this.currentNucleus.synapses
.Where(synapse => synapse.neuron != null)
.Select(synapse => synapse.neuron);
IEnumerable<Nucleus> nuclei = cluster.nuclei
.Except(synapseNuclei);
IEnumerable<string> nucleiNames = nuclei
.Select(n => {
int idx = n.name.IndexOf(':');
return idx < 0 ? n.name : n.name[..idx];
})
.Distinct();
string[] names = nucleiNames.ToArray();
EditorGUILayout.BeginHorizontal();
selectedConnectNucleus = EditorGUILayout.Popup(selectedConnectNucleus, names);
bool connecting = GUILayout.Button("Connect", GUILayout.Width(80));
EditorGUILayout.EndHorizontal();
if (connecting) {
Nucleus nucleus = nuclei.ElementAt(selectedConnectNucleus);
if (nucleus is Cluster subCluster)
subCluster.AddArrayReceiver(this.currentNucleus);
else if (nucleus is Neuron neuron)
neuron.AddReceiver(this.currentNucleus);
}
return connecting;
}
protected virtual void DeleteNucleus(Nucleus nucleus) {
if (nucleus == null)
return;
if (nucleus is Neuron neuron) {
foreach (Nucleus receiver in neuron.receivers) {
if (receiver != null) {
this.currentNucleus = receiver;
break;
}
}
}
this.prefab.nuclei.Remove(nucleus);
if (outputsPopup.value == nucleus.name) {
this.prefab.RefreshOutputs();
outputsPopup.choices = this.prefab.outputs.Select(output => output.name).ToList();
outputsPopup.index = 0;
}
Neuron.Delete(nucleus);
this.currentNucleus = this.prefab.output;
}
Nucleus.Type selectedType = Nucleus.Type.None;
protected virtual bool AddSynapse(ClusterPrefab cluster, Nucleus nucleus) {
if (cluster == null)
return false;
EditorGUILayout.BeginHorizontal();
selectedType = (Nucleus.Type)EditorGUILayout.EnumPopup(selectedType);
bool connecting = GUILayout.Button("Add", GUILayout.Width(80));
EditorGUILayout.EndHorizontal();
if (connecting) {
AddInput(selectedType, this.currentNucleus);
}
return connecting;
// if (selectedType == Nucleus.Type.None)
// return false;
// AddInput(selectedType, this.currentNucleus);
// return true;
}
protected virtual void ChangeSynapse(Synapse synapse, Neuron newNucleus) {
Neuron synapseNeuron = synapse.neuron as Neuron;
if (synapse.neuron.parent is Cluster subCluster && subCluster.prefab != this.prefab) {
// if (synapse.neuron.parent is ClusterReceptor receptor) {
// // the new nucleus is part of a (cluster) receptor,
// // so we have to change all synapses to this nucleus array elements
// int oldNucleusIx = Cluster.GetNucleusIndex(subCluster.clusterNuclei, synapse.neuron);
// int newNucleusIx = Cluster.GetNucleusIndex(subCluster.clusterNuclei, newNucleus);
// foreach (Nucleus element in receptor.nucleiArray) {
// if (element is not ClusterReceptor clusterReceptor)
// continue;
// // Get the same neuron as the synapse.nucleus in a different element
// // of the ClusterReceptor array
// Nucleus oldElementNucleus = clusterReceptor.clusterNuclei[oldNucleusIx];
// if (oldElementNucleus is not Neuron oldElementNeuron)
// continue;
// // Get the same neuron as newNucleus in a different element
// // of the ClusterReceptor array
// Nucleus newElementNucleus = clusterReceptor.clusterNuclei[newNucleusIx];
// if (newElementNucleus is not Neuron newElementNeuron)
// continue;
// oldElementNeuron.RemoveReceiver(this.currentNucleus);
// newElementNeuron.AddReceiver(this.currentNucleus);
// // Now find the synapse which pointed to the old Neuron
// // Synapse synapseForUpdate = this.currentNucleus.GetSynapse(oldElementNeuron);
// // synapseForUpdate.nucleus = newElementNeuron;
// }
// }
// else {
// it is a neuron in a subcluster
synapseNeuron.RemoveReceiver(this.currentNucleus);
newNucleus.AddReceiver(this.currentNucleus);
// }
}
else {
synapseNeuron.RemoveReceiver(this.currentNucleus);
newNucleus.AddReceiver(this.currentNucleus);
}
}
protected virtual void DisconnectNucleus(Neuron nucleus) {
if (this.currentNucleus.clusterPrefab == null)
return;
string[] names = this.currentNucleus.synapses.Select(synapse => synapse.neuron.name).ToArray();
int selectedIndex = -1;
selectedIndex = EditorGUILayout.Popup("Disconnect from", selectedIndex, names);
if (selectedIndex >= 0 && selectedIndex < this.currentNucleus.clusterPrefab.nuclei.Count) {
Synapse synapse = this.currentNucleus.synapses[selectedIndex];
Neuron synapseNeuron = synapse.neuron as Neuron;
synapseNeuron.RemoveReceiver(this.currentNucleus);
}
}
#endregion Synapses
#endregion Inspector
}
}
}

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using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace NanoBrain {
public class ClusterViewer : Editor {
public static ClusterPrefab previousPrefab;
public class GraphView : VisualElement {
//protected readonly ClusterPrefab prefab;
protected Cluster currentCluster;
protected SerializedObject serializedBrain;
protected Nucleus currentNucleus;
protected Nucleus selectedOutput;
protected GameObject gameObject;
private bool expandArray = false;
protected ClusterPrefab prefabAsset;
protected VisualElement topMenuContainer;
protected ScrollView scrollView;
protected IMGUIContainer graphContainer;
protected readonly PopupField<string> outputsPopup;
public enum Mode {
Focus,
Full
}
public Mode mode = Mode.Focus;
public GraphView(Cluster cluster) {
this.currentCluster = cluster;
name = "content";
style.flexGrow = 1;
topMenuContainer = new() {
style = {
flexDirection = FlexDirection.Row,
alignItems = Align.Center,
}
};
EnumField modePopup = new(mode);
modePopup.style.width = 80;
modePopup.RegisterValueChangedCallback(OnModeChange);
topMenuContainer.Add(modePopup);
scrollView = new(ScrollViewMode.Horizontal);
scrollView.style.position = Position.Absolute;
scrollView.style.left = 0; scrollView.style.top = 0;
scrollView.style.right = 0; scrollView.style.bottom = 0;
//scrollView.style.flexGrow = 1;
scrollView.horizontalScrollerVisibility = ScrollerVisibility.Auto; // Auto shows when needed
scrollView.verticalScrollerVisibility = ScrollerVisibility.Hidden;
graphContainer = new(OnIMGUI);
//graphContainer.style.position = Position.Relative; // or omit this line
//graphContainer.style.position = Position.Absolute;
// graphContainer.style.left = 0; graphContainer.style.top = 0;
// graphContainer.style.right = 0; graphContainer.style.bottom = 0;
graphContainer.pickingMode = PickingMode.Position;
graphContainer.focusable = true;
//graphContainer.style.width = 1200;
//graphContainer.style.width = new StyleLength(StyleKeyword.Null); // allow content to determine width
scrollView.contentContainer.Add(graphContainer);
Add(scrollView);
Add(topMenuContainer);
// Subscribe when added to panel (editor UI ready)
RegisterCallback<AttachToPanelEvent>(evt => Subscribe());
RegisterCallback<DetachFromPanelEvent>(evt => Unsubscribe());
}
protected virtual void OnModeChange(ChangeEvent<System.Enum> changeEvent) {
this.mode = (Mode)changeEvent.newValue;
}
bool subscribed = false;
void Subscribe() {
if (subscribed) return;
SceneView.duringSceneGui += OnSceneGUI;
subscribed = true;
SceneView.RepaintAll();
}
void Unsubscribe() {
if (!subscribed) return;
SceneView.duringSceneGui -= OnSceneGUI;
subscribed = false;
}
public void SetGraph(GameObject gameObject) {
this.gameObject = gameObject;
if (Application.isPlaying == false)
this.serializedBrain = new SerializedObject(this.currentCluster.prefab);
this.selectedOutput = this.currentCluster.outputs[0];
this.currentNucleus = this.selectedOutput;
Rebuild();
}
void Rebuild() {
if (this.currentNucleus == null)
return;
string path = AssetDatabase.GetAssetPath(this.currentCluster.prefab); // or known path
this.prefabAsset = AssetDatabase.LoadAssetAtPath<ClusterPrefab>(path);
if (this.prefabAsset == null) {
// create in memory save if it doesn't exist
this.prefabAsset = CreateInstance<ClusterPrefab>();
//Debug.LogError("Cluster Prefab is not found on disk");
}
}
public void OnIMGUI() {
if (Application.isPlaying == false)
serializedBrain.Update();
Handles.BeginGUI();
DrawGraph();
Handles.EndGUI();
}
#region Graph
protected virtual void DrawGraph() {
if (mode == Mode.Focus)
DrawFocusGraph();
else
DrawFullGraph();
}
#region Full Graph
protected void DrawFullGraph() {
//Dag dag = GenerateGraph(this.prefab);
Dag dag = GenerateGraph(this.selectedOutput);
Dag.ComputeLayout(dag);
// Draw edges
foreach (Dag.Edge e in dag.edges) {
Dag.Node from = dag.nodes.FirstOrDefault(x => x.id == e.fromId);
Dag.Node 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 (Dag.Node n in dag.nodes)
DrawNucleus(n.nucleus, n.position, 1, n.radius);
// Determine graph width
float width = 0;
float currentNucleusPosition = 0;
foreach (Dag.Node node in dag.nodes) {
if (node.position.x > width)
width = node.position.x;
if (node.nucleus == currentNucleus)
currentNucleusPosition = node.position.x;
}
// Resize the graph container to the full graph width
float margin = 50f;
graphContainer.style.width = width + 2 * margin;
// Scroll to the current nucleus
float viewportWidth = scrollView.layout.width;
// center currentNucleus in viewport
float desiredScrollX = currentNucleusPosition - viewportWidth * 0.5f;
// clamp between 0 and maximum scrollable range
float maxScrollX = Mathf.Max(0f, graphContainer.resolvedStyle.width - viewportWidth);
desiredScrollX = Mathf.Clamp(desiredScrollX, 0f, maxScrollX);
Vector2 current = scrollView.scrollOffset;
scrollView.scrollOffset = new Vector2(desiredScrollX, current.y);
}
public Dag GenerateGraph(Nucleus rootNucleus) {
Dag dag = new();
if (rootNucleus == null)
return dag;
int ix = 0;
Dag.Node receiver = new() {
id = ix,
//title = nucleus.name,
nucleus = rootNucleus
};
dag.nodes.Add(receiver);
ix++;
DescendGraph(receiver, ref ix, dag);
return dag;
}
private void DescendGraph(Dag.Node receiver, ref int ix, Dag dag) {
foreach (Synapse synapse in receiver.nucleus.synapses) {
Nucleus nucleus = synapse.neuron;
if (nucleus.parent != null && nucleus.parent != currentNucleus.parent) {
nucleus = nucleus.parent;
}
string nucleusName = nucleus.name;
Dag.Node synapseNode = dag.FindNode(nucleusName);
if (synapseNode == null) {
synapseNode = new() {
id = ix,
nucleus = nucleus
};
dag.nodes.Add(synapseNode);
}
Dag.Edge edge = new() {
fromId = synapseNode.id,
toId = receiver.id
};
dag.edges.Add(edge);
ix++;
DescendGraph(synapseNode, ref ix, dag);
}
}
#endregion Full Graph
#region Focus Graph
protected void DrawFocusGraph() {
float size = 20;
Vector3 position = new(150, 210, 0);
if (this.currentNucleus != null) {
DrawReceivers(this.currentNucleus, position, size);
DrawSynapses(this.currentNucleus, position, size);
// Draw selected Nucleus
if (expandArray) {
float maxValue = 1;
if (this.currentNucleus is Cluster cluster) {
float spacing = 400f / cluster.instanceCount;
float margin = 10 + spacing / 2;
float xMin = 150 - size;
float xMax = 150 + size;
float yMin = 10 + margin - size / 2;
float yMax = 400 - margin + size;
Vector3[] verts = new Vector3[4] {
new(xMin, yMin, 0),
new(xMax, yMin, 0),
new(xMax, yMax, 0),
new(xMin, yMax, 0)
};
Handles.color = Color.black;
Handles.DrawAAConvexPolygon(verts);
int row = 0;
if (cluster.siblingClusters == null) {
Vector3 pos = new(150, margin + row * spacing, 0.0f);
Handles.color = Color.white;
// The selected sibling highlight ring
Handles.DrawSolidDisc(pos, Vector3.forward, size + 2);
DrawNucleus(cluster, pos, maxValue, size);
row++;
}
else {
foreach (Cluster sibling in cluster.siblingClusters) {
Vector3 pos = new(150, margin + row * spacing, 0.0f);
Handles.color = Color.white;
// The selected sibling highlight ring
Handles.DrawSolidDisc(pos, Vector3.forward, size + 2);
DrawNucleus(sibling, pos, maxValue, size);
row++;
}
}
GUIStyle style = new(EditorStyles.label) {
alignment = TextAnchor.UpperCenter,
normal = { textColor = Color.white },
fontStyle = FontStyle.Bold,
};
Vector3 labelPos = new(150, yMax + size + 5, 0);
string clusterName = cluster.name;
int colonPos = clusterName.IndexOf(":");
if (colonPos > 0) {
string baseName = clusterName[..colonPos];
Handles.Label(labelPos, baseName, style);
}
else
Handles.Label(labelPos, clusterName, style);
}
else {
if (this.currentNucleus is Neuron neuron)
maxValue = neuron.outputMagnitude;
DrawNucleus(this.currentNucleus, position, maxValue, 20);
}
}
else {
float maxValue = 1;
if (this.currentNucleus is Neuron neuron)
maxValue = neuron.outputMagnitude;
else if (this.currentNucleus is Cluster cluster)
maxValue = cluster.defaultOutput.outputMagnitude;
DrawNucleus(this.currentNucleus, position, maxValue, 20);
}
}
else {
DrawAllOutputs(position, size);
DrawOutputs(position, size);
}
graphContainer.style.width = 300;
}
protected void DrawReceivers(Nucleus nucleus, Vector3 parentPos, float size) {
List<Nucleus> receivers;
if (nucleus is Neuron neuron)
receivers = neuron.receivers;
else if (nucleus is Cluster cluster)
receivers = cluster.CollectReceivers();
else
return;
// For top-level nodes, add link to previous editor and/or 'Outputs'
int nodeCount = receivers.Count();
if (nucleus == this.selectedOutput) {
// Add link to 'Outpus'
nodeCount++;
if (ClusterViewer.previousPrefab != null)
// Add link to previous editor
nodeCount++;
}
// Determine the maximum value in this layer
// This is used to 'scale' the output value colors of the nuclei
float maxValue = 0;
foreach (Nucleus receiver in receivers) {
if (receiver is Neuron neuroid) {
float value = neuroid.outputMagnitude;
if (value > maxValue)
maxValue = value;
}
}
// Determine the spacing of the nuclei in the layer
float spacing = 400f / nodeCount;
float margin = 10 + spacing / 2;
int row = 0;
List<Nucleus[]> drawnArrays = new();
foreach (Nucleus receiver in receivers) {
Nucleus receiverNucleus = receiver;
if (receiverNucleus == null)
continue;
Vector3 pos = new(50, margin + row * spacing, 0.0f);
DrawEdge(parentPos, pos);
DrawNucleus(receiverNucleus, pos, maxValue, size);
row++;
}
if (nucleus == this.selectedOutput) {
Vector3 pos = new(50, margin + row * spacing, 0);
if (ClusterViewer.previousPrefab != null) {
DrawEdge(parentPos, pos);
DrawClusterPrefab(ClusterViewer.previousPrefab, pos, size);
row++;
}
pos = new(50, margin + row * spacing, 0);
DrawEdge(parentPos, pos);
DrawAllOutputs(pos, size);
}
}
protected void DrawSynapses(Nucleus nucleus, Vector3 parentPos, float size) {
if (nucleus == null)
return;
// Determine the maximum value in this layer
// This is used to 'scale' the output value colors of the nuclei
float maxValue = 0;
int neuronCount = 0;
List<Neuron> drawnNeurons = new();
foreach (Synapse synapse in nucleus.synapses) {
if (synapse.neuron == null)
continue;
// Count multiple synapses to the same neuron only once
if (drawnNeurons.Contains(synapse.neuron))
continue;
drawnNeurons.Add(synapse.neuron);
float value = synapse.neuron.outputMagnitude * synapse.weight;
if (value > maxValue)
maxValue = value;
neuronCount++;
}
// Determine the spacing of the nuclei in the layer
float spacing = 400f / neuronCount;
float margin = 10 + spacing / 2;
int row = 0;
drawnNeurons = new();
foreach (Synapse synapse in nucleus.synapses) {
if (synapse.neuron is null)
continue;
// Draw multiple synapses to the same neuron only once
if (drawnNeurons.Contains(synapse.neuron))
continue;
drawnNeurons.Add(synapse.neuron);
Vector3 pos = new(250, margin + row * spacing, 0.0f);
DrawEdge(parentPos, pos);
// Handles.color = Color.white;
// Handles.DrawLine(parentPos, pos);
Color color = Color.black;
if (Application.isPlaying) {
if (maxValue == 0 || !float.IsFinite(maxValue))
maxValue = 1;
float brightness = synapse.neuron.outputMagnitude * synapse.weight / maxValue;
color = new Color(brightness, brightness, brightness, 1f);
}
DrawNucleus(synapse.neuron, pos, size, color);
row++;
}
}
protected void DrawOutputs(Vector2 parentPos, float size) {
// Determine the maximum value in this layer
// This is used to 'scale' the output value colors of the nuclei
float maxValue = 0;
int neuronCount = 0;
List<Nucleus> drawnNuclei = new();
foreach (Nucleus nucleus in this.currentCluster.outputs) {
if (nucleus is not Neuron neuron)
continue;
// Draw multiple synapses to the same neuron only once
if (drawnNuclei.Contains(nucleus))
continue;
drawnNuclei.Add(nucleus);
float value = neuron.outputMagnitude;
if (value > maxValue)
maxValue = value;
neuronCount++;
}
// Determine the spacing of the nuclei in the layer
float spacing = 400f / neuronCount;
float margin = 10 + spacing / 2;
int row = 0;
drawnNuclei = new();
foreach (Nucleus nucleus in this.currentCluster.outputs) {
if (nucleus is not Neuron neuron)
continue;
// Draw multiple synapses to the same neuron only once
if (drawnNuclei.Contains(nucleus))
continue;
drawnNuclei.Add(nucleus);
Vector3 pos = new(250, margin + row * spacing, 0.0f);
DrawEdge(parentPos, pos);
Color color = Color.black;
if (Application.isPlaying) {
if (maxValue == 0 || !float.IsFinite(maxValue))
maxValue = 1;
float brightness = neuron.outputMagnitude / maxValue;
color = new Color(brightness, brightness, brightness, 1f);
}
DrawNucleus(nucleus, pos, size, color);
row++;
}
}
#endregion Focus Graph
protected void DrawNucleus(Nucleus nucleus, Vector3 position, float maxValue, float size) {
Color color;
if (Application.isPlaying) {
float brightness = 0;
if (nucleus is Neuron neuron)
brightness = neuron.outputMagnitude / maxValue;
color = new Color(brightness, brightness, brightness, 1f);
}
else
color = Color.black;
DrawNucleus(nucleus, position, size, color);
}
protected void DrawNucleus(Nucleus nucleus, Vector3 position, float size, Color color) {
if (nucleus == null)
return;
if (nucleus == this.currentNucleus) {
// The selected nucleus highlight ring
Handles.color = Color.white;
Handles.DrawSolidDisc(position, Vector3.forward, size + 2);
}
if (nucleus is MemoryCell) {
Handles.color = Color.white;
Handles.DrawWireDisc(position + Vector3.right * 10, Vector3.forward, size);
}
Handles.color = color;
Handles.DrawSolidDisc(position, Vector3.forward, size);
Handles.color = Color.white;
// Position the label in front of the disc
Vector3 labelPosition = position + (Vector3.forward * 0.1f);
GUIStyle style = new(EditorStyles.label) {
alignment = TextAnchor.MiddleCenter,
normal = { textColor = Color.white },
fontStyle = FontStyle.Bold,
};
if (nucleus.parent is Cluster parentCluster && currentNucleus != null && parentCluster != currentNucleus.parent)
DrawCluster(parentCluster, position, color, size);
else if (nucleus is Cluster cluster)
DrawCluster(cluster, position, color, size);
if (expandArray == false || nucleus != currentNucleus) {
// put name below nucleus
Vector3 labelPos = position - Vector3.down * (size + 5); // below neuron
style.alignment = TextAnchor.UpperCenter;
if (nucleus.parent != null && currentNucleus != null && nucleus.parent != currentNucleus.parent && nucleus.parent is Cluster parentCluster1) {
// This neuron is part of another cluster
parentCluster1.name ??= "";
string baseName = "";
int colonPos = parentCluster1.name.IndexOf(":");
if (colonPos > 0 && colonPos < parentCluster1.name.Length - 2)
baseName = parentCluster1.name[..colonPos] + ".";
else
baseName = parentCluster1.name + ".";
// if (colonPos > 0 && colonPos < parentCluster1.name.Length - 2) {
// // if it is an array, we should not show the :0 of the first element
// //baseName = baseName[..colonPos];
// Handles.Label(labelPos, baseName + nucleus.name, style);
// }
// else
Handles.Label(labelPos, baseName + nucleus.name, style);
}
else {
nucleus.name ??= "";
int colonPos = nucleus.name.IndexOf(":");
if (colonPos > 0 && colonPos < nucleus.name.Length - 2) {
// if it is an array, we should not show the :0 of the first element
string baseName = nucleus.name[..colonPos];
Handles.Label(labelPos, baseName, style);
}
else
Handles.Label(labelPos, nucleus.name, style);
}
}
// Tooltip
Rect neuronRect = new(position.x - size, position.y - size, size * 2, size * 2);
int id = GUIUtility.GetControlID(FocusType.Passive);
Event e = Event.current;
EventType et = e.GetTypeForControl(id);
if (e != null && neuronRect.Contains(e.mousePosition)) {
// Process Hover
HandleMouseHover(nucleus, neuronRect);
// Process click
if (e.type == EventType.MouseDown && e.button == 0) {
// Consume the event so the scene doesn't also handle it
e.Use();
if (nucleus is Cluster parentCluster2)
OnNeuronClick(parentCluster2);
else
OnNeuronClick(nucleus);
}
}
}
protected void DrawCluster(Cluster cluster, Vector3 position, Color color, float size) {
GUIStyle labelTextStyle = new(EditorStyles.label) {
normal = { textColor = Color.white },
fontStyle = FontStyle.Bold,
};
if (expandArray) {
// Put array indices above the discs
labelTextStyle.alignment = TextAnchor.LowerCenter;
Vector3 labelPosition = position + Vector3.down * (size + 5); // below disc
// Strip the instance number in the name
int colonPos1 = cluster.name.IndexOf(":");
if (colonPos1 > 0) {
string extName = cluster.name[(colonPos1 + 2)..];
Handles.Label(labelPosition, extName, labelTextStyle);
}
else
Handles.Label(labelPosition, "0", labelTextStyle);
}
else {
// Put instance count inside the disc
labelTextStyle.alignment = TextAnchor.MiddleCenter;
Vector3 labelPosition = position + (Vector3.forward * 0.1f);
// Adjust text color based on disc color
if (color.grayscale > 0.5f)
labelTextStyle.normal.textColor = Color.black;
else
labelTextStyle.normal.textColor = Color.white;
if (cluster.instanceCount > 1) {
Handles.Label(labelPosition, cluster.instanceCount.ToString(), labelTextStyle);
labelTextStyle.normal.textColor = Color.white;
}
else if (cluster.siblingClusters != null && cluster.siblingClusters.Length > 1) {
Handles.Label(labelPosition, cluster.siblingClusters.Length.ToString(), labelTextStyle);
labelTextStyle.normal.textColor = Color.white;
}
}
// Draw a circle around the disc to indicate this is a Cluster
Handles.color = Color.white;
Handles.DrawWireDisc(position, Vector3.forward, size + 5);
}
protected void DrawClusterPrefab(ClusterPrefab prefab, Vector2 position, float size) {
Handles.color = Color.black;
Handles.DrawSolidDisc(position, Vector3.forward, size);
// Draw a circle around the disc to indicate this is a Cluster
Handles.color = Color.white;
Handles.DrawWireDisc(position, Vector3.forward, size + 5);
// put name below nucleus
GUIStyle style = new(EditorStyles.label) {
alignment = TextAnchor.MiddleCenter,
normal = { textColor = Color.white },
fontStyle = FontStyle.Bold,
};
Vector2 labelPos = position - Vector2.down * (size + 5); // below neuron
style.alignment = TextAnchor.UpperCenter;
Handles.Label(labelPos, prefab.name, style);
Rect neuronRect = new(position.x - size, position.y - size, size * 2, size * 2);
int id = GUIUtility.GetControlID(FocusType.Passive);
Event e = Event.current;
EventType et = e.GetTypeForControl(id);
if (e != null && neuronRect.Contains(e.mousePosition)) {
// Process click
if (e.type == EventType.MouseDown && e.button == 0) {
// Consume the event so the scene doesn't also handle it
e.Use();
Selection.activeObject = prefab;
EditorGUIUtility.PingObject(prefab);
ClusterViewer.previousPrefab = null;
CreateEditor(prefab);
}
}
}
protected void DrawAllOutputs(Vector2 position, float size) {
GUIStyle labelTextStyle = new(EditorStyles.label) {
normal = { textColor = Color.white },
fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleCenter,
};
Handles.Label(position, "Outputs", labelTextStyle);
Rect neuronRect = new(position.x - size, position.y - size, size * 2, size * 2);
Event e = Event.current;
if (e != null && neuronRect.Contains(e.mousePosition)) {
// Process click
if (e.type == EventType.MouseDown && e.button == 0) {
// Consume the event so the scene doesn't also handle it
e.Use();
OnAllOutputsClick();
}
}
}
protected void DrawEdge(Vector2 from, Vector2 to, float radius = 20) {
Handles.color = Color.white;
// Handles.DrawLine(from, to);
Vector2 dir = to - from;
float len = dir.magnitude;
if (len <= 2f * radius || len <= Mathf.Epsilon)
// line too short
return;
Vector2 n = dir / len; // normalized
Vector2 a = from + n * radius;
Vector2 b = to - n * radius;
Handles.DrawLine(a, b);
}
protected void HandleMouseHover(Nucleus nucleus, Rect rect) {
GUIContent tooltip;
if (nucleus is Neuron neuron) {
tooltip = new(
$"{nucleus.name}" +
$"\nValue: {neuron.outputMagnitude}");
}
else
tooltip = new($"{nucleus.name}");
Vector2 mousePosition = Event.current.mousePosition;
// Display tooltip with some offset
Vector2 tooltipSize = GUI.skin.box.CalcSize(tooltip);
Rect tooltipRect = new Rect(mousePosition.x + 10, mousePosition.y + 10, tooltipSize.x, tooltipSize.y);
GUI.Box(tooltipRect, tooltip);
}
protected void OnNeuronClick(Nucleus nucleus) {
if (nucleus == this.currentNucleus) {
if (Application.isPlaying) {
if (nucleus is Cluster)
expandArray = !expandArray;
else
expandArray = false;
}
else {
if (nucleus is Cluster cluster)
OnClusterClick(cluster);
}
}
else if (nucleus.parent != null && this.currentNucleus != null && nucleus.parent != this.currentNucleus.parent) {
// We go to a different cluster
if (Application.isPlaying) {
this.currentNucleus = nucleus;
if (this.currentNucleus is Neuron neuron && neuron.receivers.Count == 0)
this.selectedOutput = this.currentNucleus;
expandArray = false;
}
else {
// select the cluster, not the neuron in the cluster
this.currentNucleus = nucleus.parent;
expandArray = false;
}
}
else {
this.currentNucleus = nucleus;
if (this.currentNucleus is Neuron neuron && neuron.receivers.Count == 0)
this.selectedOutput = this.currentNucleus;
expandArray = false;
}
}
protected void OnClusterClick(Cluster subCluster) {
// May be used with storedPrefab...
Selection.activeObject = subCluster.prefab;
EditorGUIUtility.PingObject(subCluster.prefab);
ClusterViewer.previousPrefab = this.currentCluster.prefab;
ClusterEditor newEditor = CreateEditor(subCluster.prefab) as ClusterEditor;
}
protected void OnAllOutputsClick() {
this.currentNucleus = null;
this.selectedOutput = null;
expandArray = false;
}
#endregion Graph
void OnSceneGUI(SceneView sceneView) {
if (this.gameObject != null) {
// if (this.currentNucleus is IReceptor receptor) {
// foreach (Nucleus nucleus in receptor.nucleiArray) {
// if (nucleus is Neuron neuron) {
// Vector3 worldVector = this.gameObject.transform.TransformVector(neuron.outputValue);
// Handles.color = Color.yellow;
// Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
// }
// }
// }
// else {
if (this.currentNucleus is Neuron currentNeuron) {
Vector3 worldVector = this.gameObject.transform.TransformVector(currentNeuron.outputValue);
Handles.color = Color.yellow;
Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
}
// }
}
}
}
}
public class NeuroidLayer {
public int ix = 0;
public List<Nucleus> neuroids = new();
}
public class Dag {
public class Node {
public int id;
public Vector2 position;
public float radius = 20f; // circle radius
public Nucleus nucleus;
}
public class Edge {
public int fromId;
public int toId;
}
public List<Node> nodes = new();
public List<Edge> edges = new();
public Node FindNode(string name, bool justBaseName = true) {
if (justBaseName) {
int colonPos = name.IndexOf(":");
if (colonPos > 0)
name = name[..colonPos];
}
foreach (Node node in this.nodes) {
string nodeName = node.nucleus.name;
if (justBaseName) {
int colonPos = nodeName.IndexOf(":");
if (colonPos > 0)
nodeName = nodeName[..colonPos];
}
if (nodeName == name)
return node;
}
return null;
}
public static Node 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 (Edge 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 (Edge 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 (Node 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];
Node 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();
}
}
}

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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 = 36f; // circle radius
// }
// [System.Serializable]
// public class DagEdge
// {
// public int fromId;
// public int toId;
// }
public class DAGEditorWindow : EditorWindow {
List<DagNode> nodes = new List<DagNode>();
List<DagEdge> edges = new List<DagEdge>();
Vector2 pan = Vector2.zero;
float zoom = 1.0f;
const float minZoom = 0.5f;
const float maxZoom = 2.0f;
GUIStyle labelStyle;
int selectedNodeId = -1;
Vector2 dragStart;
bool draggingNode = false;
int draggingNodeId = -1;
[MenuItem("Window/DAG Viewer (LR, Circles)")]
public static void ShowWindow() {
var w = GetWindow<DAGEditorWindow>("DAG Viewer (LR)");
w.minSize = new Vector2(500, 300);
}
void OnEnable() {
labelStyle = new GUIStyle(EditorStyles.label);
labelStyle.alignment = TextAnchor.MiddleCenter;
labelStyle.normal.textColor = Color.white;
labelStyle.fontStyle = FontStyle.Bold;
if (nodes.Count == 0)
CreateSampleGraph();
ComputeLeftToRightLayout();
}
void CreateSampleGraph() {
nodes.Clear();
edges.Clear();
nodes.Add(new DagNode() { id = 0, title = "In1" });
nodes.Add(new DagNode() { id = 1, title = "In2" });
nodes.Add(new DagNode() { id = 2, title = "A" });
nodes.Add(new DagNode() { id = 3, title = "B" });
nodes.Add(new DagNode() { id = 4, title = "C" });
nodes.Add(new DagNode() { id = 5, title = "Out1" });
nodes.Add(new DagNode() { id = 6, title = "Out2" });
edges.Add(new DagEdge() { fromId = 0, toId = 2 });
edges.Add(new DagEdge() { fromId = 1, toId = 2 });
edges.Add(new DagEdge() { fromId = 2, toId = 3 });
edges.Add(new DagEdge() { fromId = 2, toId = 4 });
edges.Add(new DagEdge() { fromId = 3, toId = 5 });
edges.Add(new DagEdge() { fromId = 4, toId = 6 });
}
void OnGUI() {
HandleInput();
Rect rect = new Rect(0, 0, position.width, position.height);
EditorGUI.DrawRect(rect, new Color(0.11f, 0.11f, 0.11f));
Matrix4x4 oldMatrix = GUI.matrix;
Vector2 origin = new Vector2(position.width / 2, position.height / 2);
GUI.matrix = Matrix4x4.TRS(origin + pan, Quaternion.identity, Vector3.one * zoom) *
Matrix4x4.TRS(-origin, Quaternion.identity, Vector3.one);
// Draw edges first
foreach (var e in edges) {
var from = GetNodeById(e.fromId);
var to = GetNodeById(e.toId);
if (from == null || to == null) continue;
DrawEdgeCircleNodes(from, to);
}
// Draw nodes (circles)
foreach (var n in nodes) {
DrawNodeCircle(n);
}
GUI.matrix = oldMatrix;
// Footer toolbar
GUILayout.FlexibleSpace();
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
if (GUILayout.Button("Fit", EditorStyles.toolbarButton)) FitToView();
if (GUILayout.Button("Layout LR", EditorStyles.toolbarButton)) ComputeLeftToRightLayout();
if (GUILayout.Button("Add Node", EditorStyles.toolbarButton)) {
AddNode("N" + nodes.Count);
ComputeLeftToRightLayout();
}
if (GUILayout.Button("Add Edge (selected->new)", EditorStyles.toolbarButton)) {
if (selectedNodeId != -1) {
var newNode = AddNode("N" + nodes.Count);
edges.Add(new DagEdge() { fromId = selectedNodeId, toId = newNode.id });
ComputeLeftToRightLayout();
}
}
EditorGUILayout.EndHorizontal();
}
void HandleInput() {
Event e = Event.current;
// Zoom with scroll
if (e.type == EventType.ScrollWheel) {
float oldZoom = zoom;
float delta = -e.delta.y * 0.01f;
zoom = Mathf.Clamp(zoom + delta, minZoom, maxZoom);
Vector2 mouse = e.mousePosition;
pan += (mouse - new Vector2(position.width / 2, position.height / 2)) * (1 - zoom / oldZoom);
e.Use();
}
// 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();
}
// Node dragging & selection (convert mouse to graph space)
Vector2 graphMouse = ScreenToGraph(e.mousePosition);
if (e.type == EventType.MouseDown && e.button == 0) {
int hit = HitTestNode(graphMouse);
if (hit != -1) {
selectedNodeId = hit;
draggingNode = true;
draggingNodeId = hit;
dragStart = graphMouse;
e.Use();
}
else {
selectedNodeId = -1;
}
}
if (draggingNode && draggingNodeId != -1) {
if (e.type == EventType.MouseDrag && e.button == 0) {
Vector2 graphDelta = e.delta / zoom;
var n = GetNodeById(draggingNodeId);
if (n != null) {
n.position += graphDelta;
Repaint();
e.Use();
}
}
if (e.type == EventType.MouseUp && e.button == 0) {
draggingNode = false;
draggingNodeId = -1;
e.Use();
}
}
}
DagNode AddNode(string title) {
int nextId = nodes.Count > 0 ? nodes.Max(n => n.id) + 1 : 0;
var n = new DagNode() { id = nextId, title = title, position = Vector2.zero };
nodes.Add(n);
return n;
}
DagNode GetNodeById(int id) => nodes.FirstOrDefault(x => x.id == id);
void DrawNodeCircle(DagNode n) {
Vector2 center = n.position;
float r = n.radius;
Rect nodeRect = new Rect(center.x - r, center.y - r, r * 2, r * 2);
// circle background
Color bg = (n.id == selectedNodeId) ? new Color(0.15f, 0.5f, 0.9f) : new Color(0.2f, 0.2f, 0.2f);
EditorGUI.DrawRect(nodeRect, bg);
// anti-aliased circle outline
Handles.color = Color.white * 0.9f;
Handles.DrawAAPolyLine(3f / zoom, GetCircleOutlinePoints(center, r, 48).ToArray());
// label
Vector2 labelPos = center - new Vector2(0, 8);
GUI.Label(new Rect(labelPos.x - r, labelPos.y - 8, r * 2, 18), n.title, labelStyle);
}
List<Vector3> GetCircleOutlinePoints(Vector2 center, float radius, int segments) {
var pts = new List<Vector3>(segments + 1);
for (int i = 0; i <= segments; i++) {
float a = (float)i / segments * Mathf.PI * 2f;
pts.Add(new Vector3(center.x + Mathf.Cos(a) * radius, center.y + Mathf.Sin(a) * radius, 0));
}
return pts;
}
void DrawEdgeCircleNodes(DagNode from, DagNode to) {
Vector2 a = from.position;
Vector2 b = to.position;
if (a == b) return;
// Compute edge line that starts/ends at circle circumferences
Vector2 dir = (b - a).normalized;
Vector2 start = a + dir * from.radius;
Vector2 end = b - dir * to.radius;
// Use a simple curved line: start -> control -> end (bezier)
Vector2 control = new Vector2((start.x + end.x) / 2f, (start.y + end.y) / 2f);
// Slight vertical offset to separate overlapping lines based on node ids
float offset = ((from.id * 7 + to.id * 11) % 7 - 3) * 6f / zoom;
control += new Vector2(0, offset);
Handles.color = Color.white * 0.9f;
Handles.DrawAAPolyLine(3f / zoom, 20, GetBezierPoints(start, control, end, 24).ToArray());
// Arrow at end pointing towards 'b'
DrawArrowHead(end - dir * 2f, end, 10f / zoom, 12f / zoom, Color.white);
}
List<Vector3> GetBezierPoints(Vector2 p0, Vector2 p1, Vector2 p2, int seg) {
var pts = new List<Vector3>(seg + 1);
for (int i = 0; i <= seg; i++) {
float t = (float)i / seg;
Vector2 p = (1 - t) * (1 - t) * p0 + 2 * (1 - t) * t * p1 + t * t * p2;
pts.Add(new Vector3(p.x, p.y, 0));
}
return pts;
}
void DrawArrowHead(Vector2 from, Vector2 to, float headWidth, float headLength, Color color) {
Vector2 dir = (to - from).normalized;
if (dir == Vector2.zero) return;
Vector2 right = new Vector2(-dir.y, dir.x);
Vector3 p1 = to;
Vector3 p2 = to - dir * headLength + right * headWidth * 0.5f;
Vector3 p3 = to - dir * headLength - right * headWidth * 0.5f;
Handles.color = color;
Handles.DrawAAConvexPolygon(p1, p2, p3);
}
// Left-to-right layered layout (sources on the left, sinks on the right)
void ComputeLeftToRightLayout() {
// build adjacency and indegree
var adj = nodes.ToDictionary(n => n.id, n => new List<int>());
var indeg = nodes.ToDictionary(n => n.id, n => 0);
foreach (var e in edges) {
if (!adj.ContainsKey(e.fromId) || !adj.ContainsKey(e.toId)) continue;
adj[e.fromId].Add(e.toId);
indeg[e.toId]++;
}
// Kahn's algorithm to compute topological layers (horizontal layers)
Dictionary<int, int> layer = new Dictionary<int, int>();
Queue<int> q = new Queue<int>(indeg.Where(kv => kv.Value == 0).Select(kv => kv.Key));
foreach (var id in q) layer[id] = 0;
while (q.Count > 0) {
int u = q.Dequeue();
int l = layer[u];
foreach (var v in adj[u]) {
// prefer placing v at least one layer after u
if (!layer.ContainsKey(v) || layer[v] < l + 1) layer[v] = l + 1;
indeg[v]--;
if (indeg[v] == 0) q.Enqueue(v);
}
}
// Any unreachable nodes -> assign next layers
int maxLayer = layer.Count > 0 ? layer.Values.Max() : 0;
foreach (var n in nodes) {
if (!layer.ContainsKey(n.id)) {
maxLayer++;
layer[n.id] = maxLayer;
}
}
// Group nodes by layer (left to right)
var layers = layer.GroupBy(kv => kv.Value).OrderBy(g => g.Key).Select(g => g.Select(x => x.Key).ToList()).ToList();
// Layout parameters (horizontal spacing drives left->right)
float hSpacing = 220f;
float vSpacing = 120f;
// Place nodes: x increases with layer index, y spaced within layer
for (int li = 0; li < layers.Count; li++) {
var lst = layers[li];
float totalHeight = (lst.Count - 1) * vSpacing;
for (int i = 0; i < lst.Count; i++) {
int id = lst[i];
var n = GetNodeById(id);
if (n == null) continue;
float x = li * hSpacing;
float y = -totalHeight / 2f + i * vSpacing;
n.position = new Vector2(x, y);
}
}
Repaint();
}
void FitToView() {
if (nodes.Count == 0) return;
Rect bounds = new Rect(nodes[0].position - Vector2.one * nodes[0].radius, Vector2.one * nodes[0].radius * 2f);
foreach (var n in nodes)
bounds = RectUnion(bounds, new Rect(n.position - Vector2.one * n.radius, Vector2.one * n.radius * 2f));
Vector2 center = bounds.center;
pan = -center;
zoom = 1.0f;
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);
}
Vector2 ScreenToGraph(Vector2 screenPos) {
Vector2 origin = new Vector2(position.width / 2, position.height / 2);
// invert the GUI.matrix transform (approx for current simple transforms)
return (screenPos - (origin + pan)) / zoom + origin * (1 - 1 / zoom);
}
int HitTestNode(Vector2 graphPos) {
// returns node id under point or -1
for (int i = nodes.Count - 1; i >= 0; i--) {
var n = nodes[i];
if ((graphPos - n.position).sqrMagnitude <= n.radius * n.radius) return n.id;
}
return -1;
}
}
}

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fileFormatVersion: 2
guid: 95393aed582b8b30d965400672aec4d8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
namespace NanoBrain {
[CustomEditor(typeof(Brain))]
public class NanoBrainComponent_Editor : Editor {
protected static VisualElement mainContainer;
protected static VisualElement inspectorContainer;
protected Brain component;
private SerializedProperty brainProp;
//ClusterInspector.GraphView board;
public void OnEnable() {
component = target as Brain;
if (Application.isPlaying == false && serializedObject != null) {
string propertyName = nameof(Brain.defaultBrain);
brainProp = serializedObject.FindProperty(propertyName);
}
}
public override VisualElement CreateInspectorGUI() {
Cluster brain = component.brain;
if (Application.isPlaying == false)
serializedObject.Update();
VisualElement root = new();
if (Application.isPlaying == false) {
PropertyField brainField = new(brainProp) {
label = "Cluster Prefab"
};
root.Add(brainField);
}
if (brain != null)
ClusterInspector.CreateInspector(root, brain.prefab, brain.defaultOutput, component.gameObject);
if (Application.isPlaying == false)
serializedObject.ApplyModifiedProperties();
return root;
}
}
}

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@ -11,7 +11,7 @@ namespace NanoBrain {
/// <summary> /// <summary>
/// The Cluster prefab from which the cluster is created /// The Cluster prefab from which the cluster is created
/// </summary> /// </summary>
public ClusterPrefab defaultBrain; public ClusterPrefab brainPrefab;
[NonSerialized] [NonSerialized]
private Cluster brainInstance; private Cluster brainInstance;
@ -20,15 +20,24 @@ namespace NanoBrain {
/// </summary> /// </summary>
public Cluster brain { public Cluster brain {
get { get {
if (brainInstance == null && defaultBrain != null) { if (brainInstance == null && brainPrefab != null) {
brainInstance = new Cluster(defaultBrain) { brainInstance = new Cluster(brainPrefab) {
name = defaultBrain.name + " (Instance)" name = brainPrefab.name
}; };
} else if (brainInstance != null && brainPrefab == null) {
brainInstance = null;
} }
return brainInstance; return brainInstance;
} }
} }
// public Cluster InitializeBrain() {
// brainInstance = new Cluster(brainPrefab) {
// name = brainPrefab.name
// };
// return brainInstance;
// }
/// <summary> /// <summary>
/// Update the weight for all Synapses coming from the Neuron with the given name /// Update the weight for all Synapses coming from the Neuron with the given name
/// </summary> /// </summary>

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@ -1,277 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_MATHEMATICS
using Unity.Mathematics;
using static Unity.Mathematics.math;
#endif
using System.Linq;
namespace NanoBrain {
[Serializable]
public class ClusterReceptor : Cluster, IReceptor {
public ClusterReceptor(ClusterPrefab prefab, Cluster parent, string name) : base(prefab, parent) {
this.name = name;
this.array = new NucleusArray(this);
if (this.name.IndexOf(":") < 0)
this.name += ": 0";
}
public ClusterReceptor(ClusterPrefab prefab, ClusterPrefab parent, string name) : base(prefab, parent) {
this.name = name;
this.array = new NucleusArray(this);
}
public string GetName() {
return this.name;
}
public override Nucleus ShallowCloneTo(Cluster parent) {
ClusterReceptor clone = new(this.prefab, parent, this.name) {
clusterPrefab = this.clusterPrefab,
};
return clone;
}
public override Nucleus Clone(ClusterPrefab parent) {
ClusterReceptor clone = new(prefab, parent, this.name) {
array = this._array
};
foreach (Synapse synapse in this.synapses) {
Synapse clonedSynapse = clone.AddSynapse(synapse.neuron);
clonedSynapse.weight = synapse.weight;
}
this._outputs = null; // Make sure the output are regenerated
foreach (Neuron output in this.outputs) {
int ix = GetNucleusIndex(this.clusterNuclei, output);
if (ix < 0 || clone.clusterNuclei[ix] is not Neuron clonedOutput)
continue;
foreach (Nucleus receiver in output.receivers)
clonedOutput.AddReceiver(receiver);
}
return clone;
}
public override List<Nucleus> CollectReceivers() {
List<Nucleus> receivers = new();
foreach (Nucleus element in this.nucleiArray) {
if (element is not Cluster clusterElement)
continue;
foreach (Nucleus outputNucleus in clusterElement.clusterNuclei) {
if (outputNucleus is not Neuron output)
continue;
// this should be clusterElement.outputs,
// but outputs is not updated when correctly and may contain old data...
foreach (Nucleus receiver in output.receivers) {
// Only add receivers outside clusterElement cluster
if (receiver.clusterPrefab != clusterElement.prefab &&
receivers.Contains(receiver) == false)
receivers.Add(receiver);
}
}
}
return receivers;
}
[SerializeReference]
private NucleusArray _array;
public NucleusArray array {
set { _array = value; }
}
public Nucleus[] nucleiArray {
get { return _array.nuclei; }
set { _array.nuclei = value; }
}
public void AddReceptorElement(ClusterPrefab prefab) {
IReceptorHelpers.AddReceptorElement(this, prefab);
}
public void RemoveReceptorElement() {
IReceptorHelpers.RemoveReceptorElement(this);
}
public void AddArrayReceiver(Nucleus receiverToAdd, float weight = 1) {
IReceptorHelpers.AddArrayReceiver(this, receiverToAdd, weight);
}
public override void UpdateStateIsolated() {
// Clusters don't do anything,
// The nuclei in them do the work
// and should be called directly, not from the cluster
}
public override void UpdateNuclei() {
foreach (Nucleus nucleus in this.clusterNuclei)
nucleus.UpdateNuclei();
}
public override void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null) {
Debug.LogError("Process Stimulus was called on clusterreceptor without a neuron specified");
}
private readonly Dictionary<int, ClusterReceptor> thingReceivers = new();
public virtual void ProcessStimulus(Neuron input, Vector3 inputValue, int thingId = 0, string thingName = null) {
CleanupReceivers();
if (!thingReceivers.TryGetValue(thingId, out ClusterReceptor selectedReceiver))
selectedReceiver = FindReceiver2(thingId, inputValue, input);
if (selectedReceiver == null)
return;
if (thingName != null) {
string baseName = selectedReceiver.name;
int colonPos = selectedReceiver.name.IndexOf(":");
if (colonPos > 0)
baseName = selectedReceiver.name[..colonPos];
selectedReceiver.name = baseName + ": " + thingName;
}
int inputIx = GetNucleusIndex(this.clusterNuclei, input);
if (inputIx < 0)
return;
if (selectedReceiver.clusterNuclei[inputIx] is Neuron selectedNeuron)
selectedNeuron.ProcessStimulusDirect(inputValue);
}
#if UNITY_MATHEMATICS
private ClusterReceptor FindReceiver2(int thingId, float3 inputValue, Neuron input) {
// No existing nucleus for this thing
ClusterReceptor selectedReceiver = null;
float selectedMagnitude = 0;
foreach (ClusterReceptor receiver in this.nucleiArray.Cast<ClusterReceptor>()) {
if (thingReceivers.ContainsValue(receiver) == false) {
// We found an unusued receiver
thingReceivers.Add(thingId, receiver);
return receiver;
}
else if (receiver.defaultOutput.isSleeping) {
// A sleeping receiver is not active and can therefore always be used
thingReceivers.Add(thingId, receiver);
receiver.bias = float3(0, 0, 0);
return receiver;
}
else if (selectedReceiver == null) {
// If we haven't found a receiver yet, just start by taking the first
selectedReceiver = receiver;
selectedMagnitude = length(selectedReceiver.defaultOutput.outputValue);
}
// Look for the receiver with the lowest output magnitude
else {
float magnitude = length(receiver.defaultOutput.outputValue);
if (length(receiver.defaultOutput.outputValue) < selectedMagnitude) {
selectedReceiver = receiver;
selectedMagnitude = length(selectedReceiver.defaultOutput.outputValue);
}
}
}
if (selectedReceiver != null) {
// To re-initialize the cluster (esp. memory cells)
// we update the cluster neuron twice.
// Bit of a hack.....
int inputIx = GetNucleusIndex(this.clusterNuclei, input);
if (inputIx >= 0) {
if (selectedReceiver.clusterNuclei[inputIx] is Neuron selectedNeuron)
selectedNeuron.ProcessStimulusDirect(inputValue);
}
// Replace the receiver
// Find the thingId current associated with the receiver
int keyToRemove = thingReceivers.FirstOrDefault(r => r.Value.Equals(selectedReceiver)).Key;
if (keyToRemove != 0 || thingReceivers.ContainsKey(keyToRemove))
thingReceivers.Remove(keyToRemove);
// And add the new association
thingReceivers.Add(thingId, selectedReceiver);
}
return selectedReceiver;
}
#else
private ClusterReceptor FindReceiver2(int thingId, Vector3 inputValue, Neuron input) {
// No existing nucleus for this thing
ClusterReceptor selectedReceiver = null;
float selectedMagnitude = 0;
foreach (ClusterReceptor receiver in this.nucleiArray.Cast<ClusterReceptor>()) {
if (thingReceivers.ContainsValue(receiver) == false) {
// We found an unusued receiver
thingReceivers.Add(thingId, receiver);
return receiver;
}
else if (receiver.defaultOutput.isSleeping) {
// A sleeping receiver is not active and can therefore always be used
thingReceivers.Add(thingId, receiver);
receiver.bias = new Vector3(0, 0, 0);
return receiver;
}
else if (selectedReceiver == null) {
// If we haven't found a receiver yet, just start by taking the first
selectedReceiver = receiver;
selectedMagnitude = selectedReceiver.defaultOutput.outputValue.magnitude;
}
// Look for the receiver with the lowest output magnitude
else {
float magnitude = receiver.defaultOutput.outputValue.magnitude;
if (receiver.defaultOutput.outputValue.magnitude < selectedMagnitude) {
selectedReceiver = receiver;
selectedMagnitude = selectedReceiver.defaultOutput.outputValue.magnitude;
}
}
}
if (selectedReceiver != null) {
// To re-initialize the cluster (esp. memory cells)
// we update the cluster neuron twice.
// Bit of a hack.....
int inputIx = GetNucleusIndex(this.clusterNuclei, input);
if (inputIx >= 0) {
if (selectedReceiver.clusterNuclei[inputIx] is Neuron selectedNeuron)
selectedNeuron.ProcessStimulusDirect(inputValue);
}
// Replace the receiver
// Find the thingId current associated with the receiver
int keyToRemove = thingReceivers.FirstOrDefault(r => r.Value.Equals(selectedReceiver)).Key;
if (keyToRemove != 0 || thingReceivers.ContainsKey(keyToRemove))
thingReceivers.Remove(keyToRemove);
// And add the new association
thingReceivers.Add(thingId, selectedReceiver);
}
return selectedReceiver;
}
#endif
private void CleanupReceivers() {
// Remove a thing-receiver connection when the nucleus is inactive
List<int> receiversToRemove = new();
foreach (KeyValuePair<int, ClusterReceptor> item in thingReceivers) {
if (item.Value != null && item.Value.defaultOutput.isSleeping)
receiversToRemove.Add(item.Key);
}
foreach (int thingId in receiversToRemove) {
Nucleus selectedReceiver = thingReceivers[thingId];
thingReceivers.Remove(thingId);
int colonPos = selectedReceiver.name.IndexOf(":");
if (colonPos > 0)
selectedReceiver.name = selectedReceiver.name[..colonPos];
}
}
}
}

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@ -1,123 +0,0 @@
using UnityEngine;
namespace NanoBrain {
/// <summary>
/// A Receptor is a Nucleus which can receive input (called Stimulus) from outside the the cluster/brain
/// </summary>
/// It has the ability to distinguish stimuli from different things using an array of Nuclei
public interface IReceptor {
/// <summary>
/// Get the name of the receptor
/// </summary>
/// <returns>The name of the receptor</returns>
public string GetName();
/// <summary>
/// The array of nuclei used to track multiple things sending stimuli
/// </summary>
/// The size of the array determines the maximum number of things which can be distinguished
public Nucleus[] nucleiArray { get; set; }
/// <summary>
/// Extends the nucleiArray with an additional element
/// </summary>
/// <param name="prefab">A prefab of the nucleus to add?</param>
public void AddReceptorElement(ClusterPrefab prefab);
/// <summary>
/// Removes the last element from the nucleiArray
/// </summary>
public void RemoveReceptorElement();
/// <summary>
/// Add a receiver for this receptor array
/// </summary>
/// <param name="receiverToAdd">The receiving Nucleus</param>
/// <param name="weight">The initial weight to use for the synapses</param>
/// This function will add a synapse to the receiver for each element in the nucleiArray.
public void AddArrayReceiver(Nucleus receiverToAdd, float weight = 1);
/// <summary>
/// Process an external stimulus
/// </summary>
/// <param name="inputValue">The value of the stimulus</param>
/// <param name="thingId">The id of the thing causing the stimulus</param>
/// <param name="thingName">The name of the thing causing the stimulus</param>
public void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null);
}
public static class IReceptorHelpers {
/// <summary>
/// Implementation for the NanoBrain::IReceptor::AddReceptorElement which can be used for all implementations of IReceptor
/// </summary>
/// <param name="receptor">The IReceptor which needs to extend its nucleiArray</param>
/// <param name="prefab">A prefab of the nucleus to add?</param>
public static void AddReceptorElement(IReceptor receptor, ClusterPrefab prefab) {
if (receptor.nucleiArray.Length == 0) {
Debug.LogError("Empty perceptoid array, cannot add");
}
int newLength = receptor.nucleiArray.Length + 1;
Nucleus[] newArray = new Nucleus[newLength];
string baseName = receptor.GetName();
int colonPos = baseName.IndexOf(":");
if (colonPos > 0)
baseName = baseName[..colonPos];
for (int i = 0; i < receptor.nucleiArray.Length; i++)
newArray[i] = receptor.nucleiArray[i];
if (receptor.nucleiArray[0] is Nucleus nucleus) {
newArray[newLength - 1] = nucleus.Clone(prefab);
newArray[newLength - 1].name = $"{baseName}: {newLength - 1}";
}
foreach (Nucleus element in receptor.nucleiArray) {
if (element is IReceptor receptorElement) {
receptorElement.nucleiArray = newArray;
}
}
}
/// <summary>
/// Implementation for the NanoBrain::IReceptor::RemoteReceptorElement which can be used for all implementations of IReceptor
/// </summary>
/// <param name="receptor">The IReceptor which needs to shorten its nucleiArray</param>
public static void RemoveReceptorElement(IReceptor receptor) {
int newLength = receptor.nucleiArray.Length - 1;
if (newLength == 0) {
Debug.LogWarning("Perceptoid array cannot be empty");
}
Nucleus[] newArray = new Nucleus[newLength];
for (int i = 0; i < newLength; i++)
newArray[i] = receptor.nucleiArray[i];
// Delete the last perception
if (receptor.nucleiArray[newLength] is Nucleus nucleus)
Neuron.Delete(nucleus);
foreach (Nucleus element in receptor.nucleiArray) {
if (element is IReceptor receptorElement) {
receptorElement.nucleiArray = newArray;
}
}
}
/// <summary>
/// Implementation for the NanoBreain::IRceptor::AddArrayReceiver which can be used for all implementations of IReceptor
/// </summary>
/// <param name="receptor">The IReceptor for which a receiving nuclues needs to be added</param>
/// <param name="receiverToAdd">The nucleus to receive input from the receptor</param>
/// <param name="weight">The initial weight for the synapses</param>
public static void AddArrayReceiver(IReceptor receptor, Nucleus receiverToAdd, float weight = 1) {
foreach (Nucleus element in receptor.nucleiArray) {
if (element is Cluster cluster)
cluster.defaultOutput.AddReceiver(receiverToAdd, weight);
if (element is Neuron neuron)
neuron.AddReceiver(receiverToAdd, weight);
}
}
}
}

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@ -61,16 +61,19 @@ namespace NanoBrain {
/// <summary> /// <summary>
/// The type of /// The type of
/// </summary> /// </summary>
public enum CurvePresets { public enum ActivationType {
Linear, Linear,
Power, Power,
Sqrt, Sqrt,
Reciprocal, Reciprocal,
Tanh,
Binary,
Normalized,
Custom Custom
} }
[SerializeField] [SerializeField]
public CurvePresets _curvePreset; public ActivationType _curvePreset;
public CurvePresets curvePreset { public ActivationType curvePreset {
get { return _curvePreset; } get { return _curvePreset; }
set { set {
_curvePreset = value; _curvePreset = value;
@ -82,18 +85,27 @@ namespace NanoBrain {
public AnimationCurve GenerateCurve() { public AnimationCurve GenerateCurve() {
switch (this.curvePreset) { switch (this.curvePreset) {
case CurvePresets.Linear: case ActivationType.Linear:
this.curveMax = 1; this.curveMax = 1;
return Presets.Linear(1); return Presets.Linear(1);
case CurvePresets.Power: case ActivationType.Power:
this.curveMax = 1; this.curveMax = 1;
return Presets.Power(2.0f, 1); return Presets.Power(2.0f, 1);
case CurvePresets.Sqrt: case ActivationType.Sqrt:
this.curveMax = 1; this.curveMax = 1;
return Presets.Power(0.5f, 1); return Presets.Power(0.5f, 1);
case CurvePresets.Reciprocal: case ActivationType.Reciprocal:
this.curveMax = 1 / 0.01f * 1; this.curveMax = 1 / 0.01f * 1;
return Presets.Reciprocal(1); return Presets.Reciprocal(1);
case ActivationType.Tanh:
this.curveMax = 1;
return Presets.Tanh(1);
case ActivationType.Binary:
this.curveMax = 1;
return Presets.Binary();
case ActivationType.Normalized:
this.curveMax = 1;
return Presets.Binary();
default: default:
this.curveMax = 1; this.curveMax = 1;
return this.curve; return this.curve;
@ -142,6 +154,28 @@ namespace NanoBrain {
} }
return curve; return curve;
} }
public static AnimationCurve Tanh(float weight) {
//int samples = 128;
float xMin = 0.001f;
float xMax = 1;
var keys = new Keyframe[samples];
for (int i = 0; i < samples; i++) {
float t = i / (float)(samples - 1);
float x = Mathf.Lerp(xMin, xMax, t);
float y = MathF.Tanh(x * weight);
keys[i] = new Keyframe(x, y);
}
var curve = new AnimationCurve(keys);
for (int i = 0; i < curve.length; i++) {
AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
}
return curve;
}
public static AnimationCurve Binary() {
return AnimationCurve.Linear(0, 0, 1, 1);
}
} }
#endregion Serialization #endregion Serialization
@ -175,15 +209,29 @@ namespace NanoBrain {
public float outputSqrMagnitude => _outputValue.sqrMagnitude; public float outputSqrMagnitude => _outputValue.sqrMagnitude;
#endif #endif
public bool isFiring => this.outputMagnitude > 0.5f; public bool isFiring {
get {
SleepCheck();
return this.outputMagnitude > 0.5f;
}
}
public Action WhenFiring; public Action WhenFiring;
public virtual bool isSleeping => this.outputMagnitude == 0; public virtual bool isSleeping => Time.time - this.lastUpdate > this.timeToSleep; //this.outputMagnitude == 0;
public void SleepCheck() {
if (this.isSleeping) {
#if UNITY_MATHEMATICS
this._outputValue = new float3(0, 0, 0);
#else
this._outputValue = new Vector3(0,0,0);
#endif
}
}
[NonSerialized] [NonSerialized]
public int stale = 1000; public float lastUpdate = 0;
public readonly int staleValueForSleep = 20; public readonly float timeToSleep = 1f;
/// \copydoc NanoBrain::Nucleus::ShallowCloneTo /// \copydoc NanoBrain::Nucleus::ShallowCloneTo
public override Nucleus ShallowCloneTo(Cluster newParent) { public override Nucleus ShallowCloneTo(Cluster newParent) {
@ -236,9 +284,11 @@ namespace NanoBrain {
} }
else if (nucleus is Cluster cluster) { else if (nucleus is Cluster cluster) {
// remove all receivers for this cluster // remove all receivers for this cluster
foreach (Neuron output in cluster.outputs) { foreach (Nucleus clusterNucleus in cluster.clusterNuclei) {
foreach (Nucleus receiver in output.receivers) { if (clusterNucleus is Neuron output) {
receiver.synapses.RemoveAll(s => s.neuron == output); foreach (Nucleus receiver in output.receivers) {
receiver.synapses.RemoveAll(s => s.neuron == output);
}
} }
} }
} }
@ -252,8 +302,18 @@ namespace NanoBrain {
} }
public override void UpdateStateIsolated() { public override void UpdateStateIsolated() {
CheckSleepingSynapses();
var result = Combinator(); var result = Combinator();
this.outputValue = Activator(result); this.outputValue = Activator(result);
this.lastUpdate = Time.time;
}
protected void CheckSleepingSynapses() {
foreach (Synapse synapse in this.synapses) {
if (synapse.isSleeping) {
synapse.neuron.outputValue = Vector3.zero;
}
}
} }
#region Combinator #region Combinator
@ -348,10 +408,13 @@ namespace NanoBrain {
#if UNITY_MATHEMATICS #if UNITY_MATHEMATICS
public Func<float3, float3> Activator => this.curvePreset switch { public Func<float3, float3> Activator => this.curvePreset switch {
CurvePresets.Linear => ActivatorLinear, ActivationType.Linear => ActivatorLinear,
CurvePresets.Sqrt => ActivatorSqrt, ActivationType.Sqrt => ActivatorSqrt,
CurvePresets.Power => ActivatorPower, ActivationType.Power => ActivatorPower,
CurvePresets.Reciprocal => ActivatorReciprocal, ActivationType.Reciprocal => ActivatorReciprocal,
ActivationType.Tanh => ActivatorTanh,
ActivationType.Binary => ActivatorBinary,
ActivationType.Normalized => ActivatorNormalized,
_ => ActivatorCustom _ => ActivatorCustom
}; };
@ -378,6 +441,24 @@ namespace NanoBrain {
return result; return result;
} }
protected float3 ActivatorTanh(float3 input) {
float magnitude = length(input);
float3 result = normalize(input) * MathF.Tanh(magnitude);
return result;
}
protected float3 ActivatorBinary(float3 input) {
float magnitude = length(input);
float value = Mathf.Clamp01(magnitude);
return float3(value, value, value);
}
protected float3 ActivatorNormalized(float3 input) {
if (lengthsq(input) == 0)
return input;
float3 result = normalize(input);
return result;
}
protected float3 ActivatorCustom(float3 input) { protected float3 ActivatorCustom(float3 input) {
float activatedValue = this.curve.Evaluate(length(input)); float activatedValue = this.curve.Evaluate(length(input));
float3 result = normalize(input) * activatedValue; float3 result = normalize(input) * activatedValue;
@ -442,32 +523,16 @@ namespace NanoBrain {
} }
public virtual void RemoveReceiver(Nucleus receiverToRemove) { public virtual void RemoveReceiver(Nucleus receiverToRemove) {
if (this is IReceptor receptor) { this._receivers.RemoveAll(receiver => receiver == receiverToRemove);
foreach (Nucleus element in receptor.nucleiArray) { receiverToRemove.synapses.RemoveAll(synapse => synapse.neuron == this);
if (element is Neuron neuron) {
neuron._receivers.RemoveAll(receiver => receiver == receiverToRemove);
receiverToRemove.synapses.RemoveAll(synapse => synapse.neuron == neuron);
}
}
}
else {
this._receivers.RemoveAll(receiver => receiver == receiverToRemove);
receiverToRemove.synapses.RemoveAll(synapse => synapse.neuron == this);
}
} }
#endregion Receivers #endregion Receivers
public override void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null) { public override void ProcessStimulus(Vector3 inputValue) {
if (this.parent is ClusterReceptor clusterReceptor) ;
clusterReceptor.ProcessStimulus(this, inputValue, thingId, thingName); this.lastUpdate = Time.time;
else
ProcessStimulusDirect(inputValue, thingId, thingName);
}
public void ProcessStimulusDirect(Vector3 inputValue, int thingId = 0, string thingName = null) {
this.stale = 0;
this.bias = inputValue; this.bias = inputValue;
this.parent.UpdateFromNucleus(this); this.parent.UpdateFromNucleus(this);
} }

View File

@ -54,10 +54,13 @@ public abstract class Nucleus {
Neuron, Neuron,
MemoryCell, MemoryCell,
Cluster, Cluster,
Receptor, //Receptor,
ClusterReceptor, //ClusterReceptor,
//ClusterArray,
} }
public virtual void Initialize() {}
#region Synapses #region Synapses
/// <summary> /// <summary>
@ -87,6 +90,10 @@ public abstract class Nucleus {
return synapse; return synapse;
} }
// public Synapse AddSynapse(ClusterPrefab clusterPrefab, string neuronName, float weight = 1) {
// }
/// <summary> /// <summary>
/// Find a synapse /// Find a synapse
/// </summary> /// </summary>
@ -137,7 +144,7 @@ public abstract class Nucleus {
/// <param name="inputValue">The value of the stimulus</param> /// <param name="inputValue">The value of the stimulus</param>
/// <param name="thingId">The id of the thing causing the stimulus</param> /// <param name="thingId">The id of the thing causing the stimulus</param>
/// <param name="thingName">The name of the thing causing the stimulus</param> /// <param name="thingName">The name of the thing causing the stimulus</param>
public virtual void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = "") { public virtual void ProcessStimulus(Vector3 inputValue) { //, int thingId = 0, string thingName = "") {
} }
#endregion Update #endregion Update

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@ -1,197 +0,0 @@
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_MATHEMATICS
using Unity.Mathematics;
using static Unity.Mathematics.math;
#endif
namespace NanoBrain {
/// <summary>
/// Class to manage an array of nuclei for an IReceptor
/// </summary>
/// Would love to get rid of this class.
[System.Serializable]
public class NucleusArray {
/// <summary>
/// The nuclei in this array
/// </summary>
[SerializeReference]
private Nucleus[] _nuclei;
public Nucleus[] nuclei {
get {
return _nuclei;
}
set {
_nuclei = value;
}
}
/// <summary>
/// Create a new NucleusArray with the given nucleus
/// </summary>
/// <param name="nucleus">The Nucleus to put in the NucleusArray</param>
/// This results in an nucleus array of size 1
public NucleusArray(Nucleus nucleus) {
this._nuclei = new Nucleus[1];
this._nuclei[0] = nucleus;
}
/// <summary>
/// Create a new NucleusArray of the given size
/// </summary>
/// <param name="size">The size of the nucluesArray</param>
public NucleusArray(int size) {
this._nuclei = new Nucleus[size];
}
// public void AddNucleus(ClusterPrefab prefab) {
// if (this._nuclei.Length == 0) {
// Debug.LogError("Empty perceptoid array, cannot add");
// return;
// }
// int newLength = this._nuclei.Length + 1;
// Nucleus[] newArray = new Nucleus[newLength];
// for (int i = 0; i < this._nuclei.Length; i++)
// newArray[i] = this._nuclei[i];
// if (this._nuclei[0] is Nucleus nucleus) {
// newArray[newLength - 1] = nucleus.Clone(prefab);
// newArray[newLength - 1].name += $": {newLength - 1}";
// }
// this._nuclei = newArray;
// }
// public void RemoveNucleus() {
// int newLength = this._nuclei.Length - 1;
// if (newLength == 0) {
// Debug.LogWarning("Perceptoid array cannot be empty");
// return;
// }
// Nucleus[] newPerceptei = new Nucleus[newLength];
// for (int i = 0; i < newLength; i++)
// newPerceptei[i] = this._nuclei[i];
// // Delete the last perception
// if (this._nuclei[newLength] is Nucleus nucleus)
// Neuron.Delete(nucleus); //this._nuclei[newLength]);
// this._nuclei = newPerceptei;
// }
public Dictionary<int, Nucleus> thingReceivers = new();
#if UNITY_MATHEMATICS
private Nucleus FindReceiver(int thingId, float3 inputValue) {
float inputMagnitude = length(inputValue);
return FindReceiverMagnitude(thingId, inputMagnitude);
}
#else
private Nucleus FindReceiver(int thingId, Vector3 inputValue) {
float inputMagnitude = inputValue.magnitude;
return FindReceiverMagnitude(thingId, inputMagnitude);
}
#endif
private Nucleus FindReceiverMagnitude(int thingId, float inputMagnitude) {
Neuron selectedReceiver = null;
float selectedMagnitude = 0;
foreach (Nucleus nucleusReceiver in this._nuclei) {
if (nucleusReceiver is not Neuron receiver)
continue;
if (thingReceivers.ContainsValue(receiver) == false) {
// We found an unusued receiver
thingReceivers.Add(thingId, receiver);
return receiver;
}
else if (receiver.isSleeping) {
// A sleeping receiver is not active and can therefore always be used
thingReceivers.Add(thingId, receiver);
return receiver;
}
else if (selectedReceiver == null) {
// If we haven't found a receiver yet, just start by taking the first
selectedReceiver = receiver;
selectedMagnitude = selectedReceiver.outputMagnitude;
}
// Look for the receiver with the lowest magnitude
else {
float magnitude = receiver.outputMagnitude;
if (magnitude < inputMagnitude && receiver.outputMagnitude < selectedMagnitude) {
selectedReceiver = receiver;
selectedMagnitude = selectedReceiver.outputMagnitude;
}
}
}
if (selectedReceiver != null) {
// Replace the receiver
// Find the thingId current associated with the receiver
int keyToRemove = thingReceivers.FirstOrDefault(r => r.Value.Equals(selectedReceiver)).Key;
if (keyToRemove != 0 || thingReceivers.ContainsKey(keyToRemove))
thingReceivers.Remove(keyToRemove);
// And add the new association
thingReceivers.Add(thingId, selectedReceiver);
}
return selectedReceiver;
}
/// <summary>
/// Process an external stimulus
/// </summary>
/// <param name="inputValue">The value of the stimulus</param>
/// <param name="thingId">The id of the thing causing the stimulus</param>
/// <param name="thingName">The name of the thing causing the stimulus</param>
public virtual void ProcessStimulus(int thingId, Vector3 inputValue, string thingName = null) {
CleanupReceivers();
if (this._nuclei[0] is Neuron neuron)
inputValue = neuron.Activator(inputValue);
if (!thingReceivers.TryGetValue(thingId, out Nucleus selectedReceiver)) {
// No existing nucleus for this thing
selectedReceiver = FindReceiver(thingId, inputValue);
}
if (selectedReceiver == null)
return;
if (thingName != null) {
string baseName = selectedReceiver.name;
int colonPos = selectedReceiver.name.IndexOf(":");
if (colonPos > 0)
baseName = selectedReceiver.name[..colonPos];
selectedReceiver.name = baseName + ": " + thingName;
}
if (selectedReceiver is Neuron selectedNucleus)
selectedNucleus.ProcessStimulusDirect(inputValue);
}
/// <summary>
/// Remove a thing-receiver connection when the nucleus is inactive
/// </summary>
private void CleanupReceivers() {
List<int> receiversToRemove = new();
foreach (KeyValuePair<int, Nucleus> item in thingReceivers) {
if (item.Value != null && item.Value is Neuron neuron && neuron.isSleeping)
receiversToRemove.Add(item.Key);
}
foreach (int thingId in receiversToRemove) {
Nucleus selectedReceiver = thingReceivers[thingId];
thingReceivers.Remove(thingId);
int colonPos = selectedReceiver.name.IndexOf(":");
if (colonPos > 0)
selectedReceiver.name = selectedReceiver.name[..colonPos];
}
}
}
}

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@ -1,11 +0,0 @@
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@ -1,113 +0,0 @@
using UnityEngine;
#if UNITY_MATHEMATICS
using Unity.Mathematics;
using static Unity.Mathematics.math;
#endif
namespace NanoBrain {
/// <summary>
/// Basic IReceptor to receive external input
/// </summary>
[System.Serializable]
public class Receptor : Neuron, IReceptor {
/// <summary>
/// Create a new Receptor in a Cluster instance
/// </summary>
/// <param name="parent">The Cluster in which the Receptor is created</param>
/// <param name="name">The name of the new Receptor</param>
public Receptor(Cluster parent, string name) : base(parent, name) {
this.array = new NucleusArray(this);
if (this.name.IndexOf(":") < 0)
this.name += ": 0";
}
/// <summary>
/// Create a new Receptor in a Cluster Prefab
/// </summary>
/// <param name="prefab">The Cluster Prefab in which the Receptor is created</param>
/// <param name="name">The name of the new Receptor</param>
public Receptor(ClusterPrefab prefab, string name) : base(prefab, name) {
this.array = new NucleusArray(this);
}
public string GetName() {
return this.name;
}
/// \copydoc NanoBrain::Neuron::ShallowCloneTo
public override Nucleus ShallowCloneTo(Cluster parent) {
Receptor clone = new(parent, name) {
};
CloneFields(clone);
return clone;
}
/// \copydoc NanoBrain::Neuron::Clone
public override Nucleus Clone(ClusterPrefab prefab) {
Receptor clone = new(prefab, name) {
array = this._array
};
CloneFields(clone);
// Adding receivers will also add synapses to the receivers
foreach (Nucleus receiver in this.receivers.ToArray())
clone.AddReceiver(receiver);
return clone;
}
[SerializeReference]
private NucleusArray _array;
public NucleusArray array {
set { _array = value; }
}
public Nucleus[] nucleiArray {
get { return _array.nuclei; }
set { _array.nuclei = value; }
}
public void AddReceptorElement(ClusterPrefab prefab) {
IReceptorHelpers.AddReceptorElement(this, prefab);
}
public void RemoveReceptorElement() {
IReceptorHelpers.RemoveReceptorElement(this);
}
public virtual void AddArrayReceiver(Nucleus receiverToAdd, float weight = 1) {
IReceptorHelpers.AddArrayReceiver(this, receiverToAdd, weight);
}
public override void UpdateStateIsolated() {
this.outputValue = this.bias;
}
#if UNITY_MATHEMATICS
public override void UpdateNuclei() {
this.stale++;
if (this.stale > staleValueForSleep && lengthsq(this.bias) > 0) {
this.bias = new float3(0, 0, 0);
this.parent.UpdateFromNucleus(this);
}
}
#else
public override void UpdateNuclei() {
this.stale++;
if (this.stale > staleValueForSleep && this.bias.sqrMagnitude > 0) {
this.bias = new Vector3(0, 0, 0);
this.parent.UpdateFromNucleus(this);
}
}
#endif
public override void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null) {
this._array ??= new NucleusArray(this.parent);
this._array.ProcessStimulus(thingId, inputValue, thingName);
}
}
}

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@ -28,6 +28,12 @@ namespace NanoBrain {
this.neuron = nucleus; this.neuron = nucleus;
this.weight = weight; this.weight = weight;
} }
public bool isSleeping {
get {
return this.neuron.isSleeping;
}
}
} }
} }

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@ -10,6 +10,7 @@ namespace NanoBrain {
public class ClusterPrefab : ScriptableObject { public class ClusterPrefab : ScriptableObject {
/// The nuclei in this cluster /// The nuclei in this cluster
[SerializeReference] [SerializeReference]
// This list should not include any clusters...
public List<Nucleus> nuclei = new(); public List<Nucleus> nuclei = new();
/// <summary> /// <summary>