Scriptable nanobrain

This commit is contained in:
Pascal Serrarens 2025-12-05 15:29:18 +01:00
parent 5a9aa7161b
commit 605bdfc629
23 changed files with 1024 additions and 164 deletions

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@ -49,8 +49,10 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="Assets/NanoBrain/VisualEditor/Editor/NanoBrainEditor.cs" /> <Compile Include="Assets/NanoBrain/VisualEditor/Editor/NanoBrainEditor.cs" />
<Compile Include="Assets/NanoBrain/VisualEditor/Editor/NanoBrainInspector.cs" />
<Compile Include="Assets/NanoBrain/Editor/NanoBrain_Editor.cs" /> <Compile Include="Assets/NanoBrain/Editor/NanoBrain_Editor.cs" />
<Compile Include="Assets/NanoBrain/Editor/NeuroidWindow.cs" /> <Compile Include="Assets/NanoBrain/Editor/NeuroidWindow.cs" />
<Compile Include="Assets/NanoBrain/VisualEditor/Editor/NanoBrainComponent_Editor.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Reference Include="UnityEngine"> <Reference Include="UnityEngine">

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@ -53,6 +53,7 @@
<Compile Include="Assets/NanoBrain/NeuroidBehaviour.cs" /> <Compile Include="Assets/NanoBrain/NeuroidBehaviour.cs" />
<Compile Include="Assets/NanoBrain/NanoBrain.cs" /> <Compile Include="Assets/NanoBrain/NanoBrain.cs" />
<Compile Include="Assets/NanoBrain/SensoryNeuroid.cs" /> <Compile Include="Assets/NanoBrain/SensoryNeuroid.cs" />
<Compile Include="Assets/NanoBrain/VisualEditor/NanoBrainComponent.cs" />
<Compile Include="Assets/Scenes/Boids/Scripts/SwarmControl.cs" /> <Compile Include="Assets/Scenes/Boids/Scripts/SwarmControl.cs" />
<Compile Include="Assets/Scenes/Boids/Scripts/RoamingNucleus.cs" /> <Compile Include="Assets/Scenes/Boids/Scripts/RoamingNucleus.cs" />
<Compile Include="Assets/NanoBrain/Perception.cs" /> <Compile Include="Assets/NanoBrain/Perception.cs" />

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@ -26,15 +26,15 @@ public class NanoBrain_Editor : Editor {
} }
private void SelectNeuron() { private void SelectNeuron() {
GameObject selectedObject = ((NanoBrain)target).gameObject; // GameObject selectedObject = ((NanoBrain)target).gameObject;
if (!selectedObject.TryGetComponent(out Boid boid)) // if (!selectedObject.TryGetComponent(out Boid boid))
return; // return;
Nucleus neuroid = boid.totalForce; // Nucleus neuroid = boid.totalForce;
this.currentNucleus = neuroid; // this.currentNucleus = neuroid;
BuildLayers(); // BuildLayers();
Debug.Log($"Layercount = {this.layers.Count}"); // Debug.Log($"Layercount = {this.layers.Count}");
} }
#endregion Start #endregion Start
@ -57,7 +57,11 @@ public class NanoBrain_Editor : Editor {
EditorGUILayout.Vector3Field("Output Value", currentNucleus.outputValue); EditorGUILayout.Vector3Field("Output Value", currentNucleus.outputValue);
if (currentNucleus.synapses.Count > 0) { if (currentNucleus.synapses.Count > 0) {
EditorGUI.indentLevel++; EditorGUI.indentLevel++;
foreach ((Nucleus nucleus, float weight) in currentNucleus.synapses) { //foreach ((Nucleus nucleus, float weight) in currentNucleus.synapses) {
foreach (Synapse synapse in currentNucleus.synapses) {
Nucleus nucleus = synapse.nucleus;
float weight = synapse.weight;
EditorGUI.BeginDisabledGroup(nucleus.isSleeping); EditorGUI.BeginDisabledGroup(nucleus.isSleeping);
EditorGUILayout.BeginHorizontal(); EditorGUILayout.BeginHorizontal();
@ -83,7 +87,9 @@ public class NanoBrain_Editor : Editor {
return; return;
NeuroidLayer currentLayer = new() { ix = layerIx }; NeuroidLayer currentLayer = new() { ix = layerIx };
foreach (Neuroid outputNeuroid in selectedNucleus.receivers) { //foreach (Neuroid outputNeuroid in selectedNucleus.receivers) {
foreach (Receiver receiver in selectedNucleus.receivers) {
Nucleus outputNeuroid = receiver.nucleus;
if (outputNeuroid != null) { if (outputNeuroid != null) {
AddToLayer(currentLayer, outputNeuroid); AddToLayer(currentLayer, outputNeuroid);
// Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}"); // Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}");
@ -102,7 +108,9 @@ public class NanoBrain_Editor : Editor {
layerIx++; layerIx++;
currentLayer = new() { ix = layerIx }; currentLayer = new() { ix = layerIx };
foreach (Nucleus input in selectedNucleus.synapses.Keys) { //foreach (Nucleus input in selectedNucleus.synapses.Keys) {
foreach (Synapse synapse in selectedNucleus.synapses) {
Nucleus input = synapse.nucleus;
AddToLayer(currentLayer, input); AddToLayer(currentLayer, input);
// Debug.Log($"layer {layerIx} nucleus {input.name}"); // Debug.Log($"layer {layerIx} nucleus {input.name}");
} }
@ -151,7 +159,10 @@ public class NanoBrain_Editor : Editor {
float inputSpacing = 400f / layerNeuroid.synapses.Count; float inputSpacing = 400f / layerNeuroid.synapses.Count;
float inputMargin = 10 + inputSpacing / 2; float inputMargin = 10 + inputSpacing / 2;
int minStale = 10000; int minStale = 10000;
foreach ((Nucleus nucleus, float weight) in layerNeuroid.synapses) { //foreach ((Nucleus nucleus, float weight) in layerNeuroid.synapses) {
foreach (Synapse synapse in layerNeuroid.synapses) {
Nucleus nucleus = synapse.nucleus;
float weight = synapse.weight;
if (this.neuroidPositions.ContainsKey(nucleus)) { if (this.neuroidPositions.ContainsKey(nucleus)) {
Vector2Int inputNeuroidPos = this.neuroidPositions[nucleus]; Vector2Int inputNeuroidPos = this.neuroidPositions[nucleus];
if (inputNeuroidPos.x == layerNeuroidPos.x + 1) { if (inputNeuroidPos.x == layerNeuroidPos.x + 1) {

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@ -40,7 +40,9 @@ public class GraphEditorWindow : EditorWindow {
return; return;
NeuroidLayer currentLayer = new() { ix = layerIx }; NeuroidLayer currentLayer = new() { ix = layerIx };
foreach (Nucleus outputNeuroid in selectedNucleus.receivers) { //foreach (Nucleus outputNeuroid in selectedNucleus.receivers) {
foreach (Receiver receiver in selectedNucleus.receivers) {
Nucleus outputNeuroid = receiver.nucleus;
if (outputNeuroid != null) { if (outputNeuroid != null) {
AddToLayer(currentLayer, outputNeuroid); AddToLayer(currentLayer, outputNeuroid);
Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}"); Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}");
@ -64,7 +66,9 @@ public class GraphEditorWindow : EditorWindow {
// Debug.Log($"Synapse {six}"); // Debug.Log($"Synapse {six}");
// Nucleus input = synapse.neuroid; // Nucleus input = synapse.neuroid;
//foreach ((Nucleus input, Synapse synapse) in selectedNucleus.synapses) { //foreach ((Nucleus input, Synapse synapse) in selectedNucleus.synapses) {
foreach ((Nucleus input, float weight) in selectedNucleus.synapses) { //foreach ((Nucleus input, float weight) in selectedNucleus.synapses) {
foreach (Synapse synapse in selectedNucleus.synapses) {
Nucleus input = synapse.nucleus;
if (input != null) { if (input != null) {
AddToLayer(currentLayer, input); AddToLayer(currentLayer, input);
Debug.Log($"layer {layerIx} nucleus {input.name}"); Debug.Log($"layer {layerIx} nucleus {input.name}");
@ -104,8 +108,10 @@ public class GraphEditorWindow : EditorWindow {
// If the output neuroid is visited // If the output neuroid is visited
// Note: this does not yet work for multiple outputs yet (see the use of First()) // Note: this does not yet work for multiple outputs yet (see the use of First())
// if (neuroid.receivers.Count == 0 // make sure the root neuroids are processed directly
// || (neuronVisited.Contains(neuroid.receivers.First()) && neuroid.receivers.First().layerIx == layerIx - 1)) {
if (neuroid.receivers.Count == 0 // make sure the root neuroids are processed directly if (neuroid.receivers.Count == 0 // make sure the root neuroids are processed directly
|| (neuronVisited.Contains(neuroid.receivers.First()) && neuroid.receivers.First().layerIx == layerIx - 1)) { || (neuronVisited.Contains(neuroid.receivers.First().nucleus) && neuroid.receivers.First().nucleus.layerIx == layerIx - 1)) {
// Add it to the next layer // Add it to the next layer
currentLayer.neuroids.Add(neuroid); currentLayer.neuroids.Add(neuroid);
neuroid.layerIx = layerIx; neuroid.layerIx = layerIx;
@ -182,7 +188,10 @@ public class GraphEditorWindow : EditorWindow {
// Vector2Int inputNeuroidPos = this.neuroidPositions[synapse.neuroid]; // Vector2Int inputNeuroidPos = this.neuroidPositions[synapse.neuroid];
//foreach ((Nucleus neuroid, Synapse synapse) in layerNeuroid.synapses) { //foreach ((Nucleus neuroid, Synapse synapse) in layerNeuroid.synapses) {
foreach ((Nucleus neuroid, float weight) in layerNeuroid.synapses) { //foreach ((Nucleus neuroid, float weight) in layerNeuroid.synapses) {
foreach (Synapse synapse in layerNeuroid.synapses) {
Nucleus neuroid = synapse.nucleus;
float weight = synapse.weight;
if (neuroid != null) { if (neuroid != null) {
if (this.neuroidPositions.ContainsKey(neuroid)) { if (this.neuroidPositions.ContainsKey(neuroid)) {
Vector2Int inputNeuroidPos = this.neuroidPositions[neuroid]; Vector2Int inputNeuroidPos = this.neuroidPositions[neuroid];
@ -272,17 +281,17 @@ public class GraphEditorWindow : EditorWindow {
if (boid == null) if (boid == null)
return; return;
Nucleus neuroid = boid.behaviour; // Nucleus neuroid = boid.behaviour;
this.currentNucleus = neuroid; // this.currentNucleus = neuroid;
if (neuroid == null) // if (neuroid == null)
this.allNeuroids = new(); // this.allNeuroids = new();
else // else
this.allNeuroids = neuroid.brain.neuroids; // this.allNeuroids = neuroid.brain.neuroids;
Debug.Log($"Neuroncount = {this.allNeuroids.Count}"); // Debug.Log($"Neuroncount = {this.allNeuroids.Count}");
BuildLayers(); // BuildLayers();
Debug.Log($"Layercount = {this.layers.Count}"); // Debug.Log($"Layercount = {this.layers.Count}");
} }

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@ -5,7 +5,7 @@ public class Neuroid : Nucleus {
public bool inverse = false; public bool inverse = false;
public float exponent = 1.0f; public float exponent = 1.0f;
public Neuroid(NanoBrain brain, string name) : base(name) { public Neuroid(NanoBrain brain, string name) : base(null, name) {
this.brain = brain; this.brain = brain;
if (this.brain != null) if (this.brain != null)
this.brain.neuroids.Add(this); this.brain.neuroids.Add(this);
@ -13,43 +13,46 @@ public class Neuroid : Nucleus {
Debug.LogError("No neuroid network"); Debug.LogError("No neuroid network");
} }
public Neuroid(NanoBrainObj brain, string name) : base(name) { public Neuroid(NanoBrainObj brain, string name) : base(brain, name) {
this.newBrain = brain;
if (this.newBrain != null)
this.newBrain.neuroids.Add(this);
else
Debug.LogError("No neuroid network");
} }
public void SetWeight(Neuroid input, float weight) { public void SetWeight(Neuroid input, float weight) {
this.synapses[input] = weight; //this.synapses[input] = weight;
this.SetWeight((Nucleus)input, weight);
} }
public void GetInputFrom(Neuroid input, float weight = 1.0f) { // public void GetInputFrom(Neuroid input, float weight = 1.0f) {
input.AddReceiver(this); // input.AddReceiver(this);
this.synapses[input] = weight; // //this.synapses[input] = weight;
} // this.SetWeight((Nucleus)input, weight);
// }
public void SetInput(Neuroid input) { public void SetInput(Neuroid input) {
if (this.synapses.ContainsKey(input) == false) // if (this.synapses.ContainsKey(input) == false)
this.synapses[input] = 1.0f; // this.synapses[input] = 1.0f;
if (this.SynapseExists(input))
this.SetWeight(input, 1.0f);
UpdateState(); UpdateState();
} }
public void SetInput(Neuroid input, float weight) { public void SetInput(Neuroid input, float weight) {
this.synapses[input] = weight; //this.synapses[input] = weight;
this.SetWeight(input, weight);
UpdateState(); UpdateState();
} }
public virtual void UpdateState() { public virtual void UpdateState() {
Vector3 result = Vector3.zero; Vector3 result = Vector3.zero;
foreach ((Nucleus nucleus, float weight) in this.synapses) { //foreach ((Nucleus nucleus, float weight) in this.synapses) {
foreach (Synapse synapse in this.synapses) {
Nucleus nucleus = synapse.nucleus;
if (nucleus is Neuroid neuroid && neuroid.isSleeping) if (nucleus is Neuroid neuroid && neuroid.isSleeping)
continue; continue;
Vector3 direction = nucleus.outputValue.normalized; Vector3 direction = nucleus.outputValue.normalized;
float magnitude = nucleus.outputValue.magnitude; float magnitude = nucleus.outputValue.magnitude;
float weight = synapse.weight;
magnitude = weight * Mathf.Pow(magnitude, exponent); magnitude = weight * Mathf.Pow(magnitude, exponent);
if (inverse && magnitude > 0) if (inverse && magnitude > 0)
magnitude = 1 / magnitude; magnitude = 1 / magnitude;
@ -62,8 +65,10 @@ public class Neuroid : Nucleus {
this.outputValue = result; this.outputValue = result;
this.stale = 0; this.stale = 0;
foreach (Neuroid receiver in this.receivers) foreach (Receiver receiver in this.receivers) {
receiver.SetInput(this); if (receiver.nucleus is Neuroid neuroid)
neuroid.SetInput(this);
}
} }
// public bool IsStale() { // public bool IsStale() {

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@ -1,35 +1,169 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
[System.Serializable]
public class Nucleus { public class Nucleus {
public int stale = 0;
public int id; // hash code
[SerializeField]
protected string _name;
public virtual string name {
get => _name;
set => _name = value;
}
//public readonly Dictionary<Nucleus, float> synapses = new();
[SerializeField]
public List<Synapse> synapses = new();
//public HashSet<Nucleus> receivers = new();
[SerializeField]
public List<Receiver> receivers = new();
#region Serialization
public void Rebuild(NanoBrainObj brain) {
if (this.synapses != null) {
foreach (Synapse synapse in synapses)
synapse.Rebuild(brain);
}
if (this.receivers == null)
this.receivers = new();
else
foreach (Receiver receiver in receivers)
receiver.Rebuild(brain);
}
#endregion
#region Runtime state (not serialized)
public NanoBrain brain { get; protected set; } public NanoBrain brain { get; protected set; }
public NanoBrainObj newBrain { get; protected set; } public NanoBrainObj newBrain { get; protected set; }
public virtual string name { get; set; }
public readonly Dictionary<Nucleus, float> synapses = new();
public HashSet<Nucleus> receivers = new();
public virtual Vector3 outputValue { get; set; } public virtual Vector3 outputValue { get; set; }
[System.NonSerialized]
public int stale = 0;
[System.NonSerialized]
public int layerIx; public int layerIx;
public Nucleus(string name) { #endregion Runtime state
this.name = name;
public Nucleus(NanoBrainObj brain, string name) {
this.newBrain = brain;
if (this.newBrain != null)
this.newBrain.nuclei.Add(this);
else
Debug.LogError("No neuroid network");
this._name = name;
this.id = this.GetHashCode();
} }
public virtual void AddReceiver(Nucleus receiver) { public virtual void AddReceiver(Nucleus receiver) {
//Debug.Log($"add receiver to {this} for {receiver} {receiver.GetHashCode()} {this.receivers.Count} {receiver.synapses.Count}"); this.receivers.Add(new Receiver(receiver));
this.receivers.Add(receiver); //receiver.synapses[this] = 1.0f; // new(this);
receiver.synapses[this] = 1.0f; // new(this); receiver.SetWeight(this, 1.0f);
//Debug.Log($"receiver # {this.receivers.Count} synapse count {receiver.synapses.Count}"); //Debug.Log($"receiver # {this.receivers.Count} synapse count {receiver.synapses.Count}");
} }
public static void Delete(Nucleus nucleus) {
foreach (Synapse synapse in nucleus.synapses) {
if (synapse.nucleus.receivers.Count > 1) {
// there is another nucleus feeding into this input nucleus
synapse.nucleus.receivers.RemoveAll(r => r.nucleus == nucleus);
} else {
// No other links, delete it.
Nucleus.Delete(synapse.nucleus);
}
}
foreach (Receiver receiver in nucleus.receivers)
receiver.nucleus.synapses.RemoveAll(s => s.nucleus == nucleus);
nucleus.newBrain.nuclei.RemoveAll(n => n == nucleus);
}
public void GetInputFrom(Nucleus input, float weight = 1.0f) {
input.AddReceiver(this);
this.SetWeight(input, weight);
}
public bool isSleeping { public bool isSleeping {
get { get {
return this.stale > 2; return this.stale > 2;
} }
} }
public bool SynapseExists(Nucleus nucleus) {
foreach (Synapse synapse in synapses) {
if (synapse.nucleus == nucleus)
return true;
}
return false;
}
public void SetWeight(Nucleus nucleus, float weight) {
foreach (Synapse synapse in synapses) {
if (synapse.nucleus == nucleus) {
synapse.weight = weight;
return;
}
}
Synapse newSynapse = new(nucleus, weight);
synapses.Add(newSynapse);
}
}
[System.Serializable]
public class Synapse {
[System.NonSerialized]
public Nucleus nucleus;
public int nucleusId;
public float weight;
public Synapse(Nucleus nucleus, float weight) {
this.nucleus = nucleus;
this.nucleusId = nucleus.id;
this.weight = weight;
}
public void Rebuild(NanoBrainObj brain) {
if (brain == null) {
return;
}
foreach (Nucleus nucleus in brain.nuclei) {
if (nucleus.id == this.nucleusId) {
this.nucleus = nucleus;
return;
}
}
Debug.LogError($"Synapse deserialization error: could not find nucleus with id {this.nucleusId}");
}
}
[System.Serializable]
public class Receiver {
[System.NonSerialized]
public Nucleus nucleus;
public int nucleusId;
public Receiver(Nucleus nucleus) {
this.nucleus = nucleus;
this.nucleusId = nucleus.id;
}
public void Rebuild(NanoBrainObj brain) {
if (brain == null)
return;
foreach (Nucleus nucleus in brain.nuclei) {
if (nucleus.id == this.nucleusId) {
this.nucleus = nucleus;
return;
}
}
Debug.LogError($"Synapse deserialization error: could not find nucleus with id {this.nucleusId}");
}
} }

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@ -7,19 +7,26 @@ public class Perception : Nucleus {
public class Receiver { public class Receiver {
public int thingType = 0; public int thingType = 0;
public Neuroid neuroid; public Nucleus neuroid;
} }
public HashSet<Receiver> positionReceivers { get; protected set; } public HashSet<Receiver> positionReceivers { get; protected set; }
public HashSet<Receiver> velocityReceivers { get; protected set; } public HashSet<Receiver> velocityReceivers { get; protected set; }
public Perception(NanoBrain neuroidNet) : base("Perception") { public Perception(NanoBrainObj brain) : base(brain, "Perception") {
//this.brain = brain;
this.positionReceivers = new();
this.velocityReceivers = new();
}
public Perception(NanoBrain neuroidNet) : base(null, "Perception") {
this.brain = neuroidNet; this.brain = neuroidNet;
this.positionReceivers = new(); this.positionReceivers = new();
this.velocityReceivers = new(); this.velocityReceivers = new();
} }
public void SendPositions(Neuroid receivingNeuroid, int thingType = 0, float weight = 1.0f) { public void SendPositions(Nucleus receivingNeuroid, int thingType = 0, float weight = 1.0f) {
Receiver receiver = new() { Receiver receiver = new() {
thingType = thingType, thingType = thingType,
neuroid = receivingNeuroid neuroid = receivingNeuroid
@ -28,11 +35,11 @@ public class Perception : Nucleus {
foreach (SensoryNeuroid neuroid in sensoryNeuroids) { foreach (SensoryNeuroid neuroid in sensoryNeuroids) {
if (neuroid != null) { if (neuroid != null) {
neuroid.AddReceiver(receivingNeuroid); neuroid.AddReceiver(receivingNeuroid);
receivingNeuroid.synapses[neuroid] = weight; receivingNeuroid.SetWeight(neuroid, weight);
} }
} }
} }
public void SendVelocities(Neuroid receivingNeuroid, int thingType = 0, float weight = 1.0f) { public void SendVelocities(Nucleus receivingNeuroid, int thingType = 0, float weight = 1.0f) {
Receiver receiver = new() { Receiver receiver = new() {
thingType = thingType, thingType = thingType,
neuroid = receivingNeuroid neuroid = receivingNeuroid
@ -41,7 +48,7 @@ public class Perception : Nucleus {
foreach (SensoryNeuroid neuroid in sensoryNeuroids) { foreach (SensoryNeuroid neuroid in sensoryNeuroids) {
if (neuroid != null && neuroid.velocityNeuroid != null) { if (neuroid != null && neuroid.velocityNeuroid != null) {
neuroid.velocityNeuroid.AddReceiver(receivingNeuroid); neuroid.velocityNeuroid.AddReceiver(receivingNeuroid);
receivingNeuroid.synapses[neuroid] = weight; receivingNeuroid.SetWeight(neuroid, weight);
} }
} }
} }

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@ -58,7 +58,10 @@ public class SensoryNeuroid : Neuroid {
public override void UpdateState() { public override void UpdateState() {
Vector3 result = receptor.localPosition; Vector3 result = receptor.localPosition;
foreach ((Nucleus nucleus, float weight) in this.synapses) { //foreach ((Nucleus nucleus, float weight) in this.synapses) {
foreach (Synapse synapse in this.synapses) {
Nucleus nucleus = synapse.nucleus;
float weight = synapse.weight;
Vector3 direction = nucleus.outputValue.normalized; Vector3 direction = nucleus.outputValue.normalized;
float magnitude = nucleus.outputValue.magnitude; float magnitude = nucleus.outputValue.magnitude;
@ -71,8 +74,10 @@ public class SensoryNeuroid : Neuroid {
result /= this.synapses.Count + 1; result /= this.synapses.Count + 1;
this.outputValue = result; this.outputValue = result;
foreach (Neuroid neuroid in this.receivers) //foreach (Neuroid neuroid in this.receivers)
neuroid.SetInput(this); foreach (Receiver receiver in this.receivers)
if (receiver.nucleus is Neuroid neuroid)
neuroid.SetInput(this);
this.stale = 0; this.stale = 0;
} }
} }
@ -94,7 +99,8 @@ public class VelocityNeuroid : Neuroid {
public override void UpdateState() { public override void UpdateState() {
// Assuming only one synapse for now.... // Assuming only one synapse for now....
Vector3 currentPosition = this.synapses.First().Key.outputValue; //Vector3 currentPosition = this.synapses.First().Key.outputValue;
Vector3 currentPosition = this.synapses.First().nucleus.outputValue;
float currentValueTime = Time.time; float currentValueTime = Time.time;
if (lastValueTime != 0) { if (lastValueTime != 0) {
@ -106,8 +112,11 @@ public class VelocityNeuroid : Neuroid {
this.outputValue = velocity; this.outputValue = velocity;
this.stale = 0; this.stale = 0;
foreach (Neuroid receiver in receivers) //foreach (Neuroid receiver in receivers)
receiver?.SetInput(this); foreach(Receiver receiver in receivers) {
if (receiver.nucleus is Neuroid neuroid)
neuroid.SetInput(this);
}
} }
this.lastValueTime = currentValueTime; this.lastValueTime = currentValueTime;

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@ -0,0 +1,94 @@
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
[CustomEditor(typeof(NanoBrainComponent))]
public class NanoBrainComponent_Editor : Editor {
protected static VisualElement mainContainer;
protected static VisualElement inspectorContainer;
private SerializedProperty brainProp;
public void OnEnable() {
brainProp = serializedObject.FindProperty(nameof(NanoBrainComponent.brain));
}
public override VisualElement CreateInspectorGUI() {
NanoBrainComponent component = target as NanoBrainComponent;
NanoBrainObj brain = component.brain;
serializedObject.Update();
VisualElement root = new();
root.style.flexDirection = FlexDirection.Column; // side-by-side layout
root.style.flexGrow = 1;
root.style.minHeight = 600;
root.style.paddingLeft = 0;
root.style.paddingRight = 0;
root.style.paddingTop = 0;
root.style.paddingBottom = 0;
root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
PropertyField brainField = new(brainProp);
brainField.label = "Nano Brain";
root.Add(brainField);
mainContainer = new() {
name = "main",
style = {
flexDirection = FlexDirection.Row,
flexGrow = 1,
minHeight = 500,
}
};
NanoBrainInspector.GraphView board;
board = new NanoBrainInspector.GraphView();
board.style.flexGrow = 1;
inspectorContainer = new VisualElement {
name = "inspector",
style = {
width = 400,
}
};
mainContainer.Add(board);
mainContainer.Add(inspectorContainer);
root.Add(mainContainer);
// Run once for initial state (use resolved style width if available)
float initialWidth = root.layout.width > 0 ? root.layout.width : root.contentRect.width;
UpdateLayout(initialWidth);
// React to size changes of root (or parent if appropriate)
root.RegisterCallback<GeometryChangedEvent>(evt => {
UpdateLayout(evt.newRect.width);
});
if (brain != null)
board.SetGraph(brain, brain.root, inspectorContainer);
else
Debug.LogWarning(" No brain!");
serializedObject.ApplyModifiedProperties();
return root;
}
private void UpdateLayout(float containerWidth) {
if (containerWidth > 800f) {
mainContainer.style.flexDirection = FlexDirection.Row;
inspectorContainer.style.width = 400; // fixed sidebar width
inspectorContainer.style.flexGrow = 0;
}
else {
mainContainer.style.flexDirection = FlexDirection.Column;
inspectorContainer.style.width = Length.Percent(100); // full width below
inspectorContainer.style.flexDirection = FlexDirection.Column;
inspectorContainer.style.flexGrow = 1; // can set 0 or keep as needed
}
}
}

View File

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f05072314d39990639a2dbf99f322664

View File

@ -1,6 +1,7 @@
using UnityEditor; using UnityEditor;
using UnityEngine; using UnityEngine;
using UnityEngine.UIElements; using UnityEngine.UIElements;
using UnityEditor.Callbacks;
using System.Linq; using System.Linq;
using System.Collections.Generic; using System.Collections.Generic;
@ -10,7 +11,7 @@ public class NucleusLayer {
} }
public class NanoBrainEditor : EditorWindow { public class NanoBrainEditor : EditorWindow {
public static NanoBrainObj brain; public NanoBrainObj brain;
public static VisualElement inspectorContainer; public static VisualElement inspectorContainer;
@ -19,20 +20,28 @@ public class NanoBrainEditor : EditorWindow {
GetWindow<NanoBrainEditor>("NanoBrain Editor"); GetWindow<NanoBrainEditor>("NanoBrain Editor");
} }
public static void Open(NanoBrainObj asset) {
NanoBrainEditor editor = GetWindow<NanoBrainEditor>("NanoBrain Editor");
editor.brain = asset;
editor.Show();
}
GraphBoardView board; GraphBoardView board;
private void OnEnable() { private void OnEnable() {
OnFocus();
}
private void OnFocus() {
if (brain == null) { if (brain == null) {
brain = CreateInstance<NanoBrainObj>(); // brain = CreateInstance<NanoBrainObj>();
EditorUtility.SetDirty(brain); // EditorUtility.SetDirty(brain);
return;
} }
VisualElement root = rootVisualElement; VisualElement root = rootVisualElement;
root.Clear();
root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles")); root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
root.Add(board);
root.Add(inspectorContainer);
VisualElement main = new() { VisualElement main = new() {
name = "main", name = "main",
style = { style = {
@ -53,11 +62,15 @@ public class NanoBrainEditor : EditorWindow {
main.Add(inspectorContainer); main.Add(inspectorContainer);
root.Add(main); root.Add(main);
board.SetGraph(brain.rootNucleus); board.SetGraph(brain, brain.root);
} }
} }
public class GraphBoardView : VisualElement { public class GraphBoardView : VisualElement {
NanoBrainObj brain;
SerializedObject serializedBrain;
Nucleus currentNucleus; Nucleus currentNucleus;
private List<NeuroidLayer> layers = new(); private List<NeuroidLayer> layers = new();
private Dictionary<Nucleus, Vector2Int> neuroidPositions = new(); private Dictionary<Nucleus, Vector2Int> neuroidPositions = new();
@ -86,7 +99,9 @@ public class GraphBoardView : VisualElement {
RegisterCallback<MouseUpEvent>(OnMouseUp); RegisterCallback<MouseUpEvent>(OnMouseUp);
} }
public void SetGraph(Nucleus nucleus) { public void SetGraph(NanoBrainObj brain, Nucleus nucleus) {
this.brain = brain;
this.serializedBrain = new SerializedObject(brain);
this.currentNucleus = nucleus; this.currentNucleus = nucleus;
Rebuild(); Rebuild();
} }
@ -101,7 +116,7 @@ public class GraphBoardView : VisualElement {
if (currentWrapper != null) if (currentWrapper != null)
Object.DestroyImmediate(currentWrapper); Object.DestroyImmediate(currentWrapper);
currentWrapper = ScriptableObject.CreateInstance<GraphNodeWrapper>().Init(currentNucleus, NanoBrainEditor.brain); currentWrapper = ScriptableObject.CreateInstance<GraphNodeWrapper>().Init(currentNucleus, brain);
DrawInspector(); DrawInspector();
} }
@ -115,7 +130,9 @@ public class GraphBoardView : VisualElement {
return; return;
NeuroidLayer currentLayer = new() { ix = layerIx }; NeuroidLayer currentLayer = new() { ix = layerIx };
foreach (Nucleus outputNeuroid in selectedNucleus.receivers) { //foreach (Nucleus outputNeuroid in selectedNucleus.receivers) {
foreach (Receiver receiver in selectedNucleus.receivers) {
Nucleus outputNeuroid = receiver.nucleus;
if (outputNeuroid != null) { if (outputNeuroid != null) {
AddToLayer(currentLayer, outputNeuroid); AddToLayer(currentLayer, outputNeuroid);
// Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}"); // Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}");
@ -134,7 +151,9 @@ public class GraphBoardView : VisualElement {
layerIx++; layerIx++;
currentLayer = new() { ix = layerIx }; currentLayer = new() { ix = layerIx };
foreach (Nucleus input in selectedNucleus.synapses.Keys) { //foreach (Nucleus input in selectedNucleus.synapses.Keys) {
foreach (Synapse synapse in selectedNucleus.synapses) {
Nucleus input = synapse.nucleus;
AddToLayer(currentLayer, input); AddToLayer(currentLayer, input);
// Debug.Log($"layer {layerIx} nucleus {input.name}"); // Debug.Log($"layer {layerIx} nucleus {input.name}");
} }
@ -144,6 +163,8 @@ public class GraphBoardView : VisualElement {
} }
private void AddToLayer(NeuroidLayer layer, Nucleus nucleus) { private void AddToLayer(NeuroidLayer layer, Nucleus nucleus) {
if (nucleus == null)
return;
layer.neuroids.Add(nucleus); layer.neuroids.Add(nucleus);
nucleus.layerIx = layer.ix; nucleus.layerIx = layer.ix;
// Store its position // Store its position
@ -186,10 +207,13 @@ public class GraphBoardView : VisualElement {
if (currentNucleus == null) if (currentNucleus == null)
return; return;
serializedBrain.Update();
Handles.BeginGUI(); Handles.BeginGUI();
foreach (NeuroidLayer layer in layers) foreach (NeuroidLayer layer in layers)
DrawLayer(layer); DrawLayer(layer);
Handles.EndGUI(); Handles.EndGUI();
} }
private void DrawLayer(NeuroidLayer layer) { private void DrawLayer(NeuroidLayer layer) {
@ -212,19 +236,24 @@ public class GraphBoardView : VisualElement {
float inputSpacing = 400f / layerNucleus.synapses.Count; float inputSpacing = 400f / layerNucleus.synapses.Count;
float inputMargin = 10 + inputSpacing / 2; float inputMargin = 10 + inputSpacing / 2;
int minStale = 10000; int minStale = 10000;
foreach ((Nucleus nucleus, float weight) in layerNucleus.synapses) { //foreach ((Nucleus nucleus, float weight) in layerNucleus.synapses) {
if (this.neuroidPositions.ContainsKey(nucleus)) { foreach (Synapse synapse in layerNucleus.synapses) {
Vector2Int inputNeuroidPos = this.neuroidPositions[nucleus]; Nucleus nucleus = synapse.nucleus;
if (inputNeuroidPos.x == layerNeuroidPos.x + 1) { if (nucleus != null) {
Vector3 pos = new(100 + inputNeuroidPos.x * 100, inputMargin + inputNeuroidPos.y * inputSpacing, 0.0f); float weight = synapse.weight;
if (this.neuroidPositions.ContainsKey(nucleus)) {
Vector2Int inputNeuroidPos = this.neuroidPositions[nucleus];
if (inputNeuroidPos.x == layerNeuroidPos.x + 1) {
Vector3 pos = new(100 + inputNeuroidPos.x * 100, inputMargin + inputNeuroidPos.y * inputSpacing, 0.0f);
float brightness = weight / 10.0f; float brightness = weight / 10.0f;
Handles.color = new Color(brightness, brightness, brightness); Handles.color = new Color(brightness, brightness, brightness);
Handles.DrawLine(parentPos, pos); Handles.DrawLine(parentPos, pos);
}
} }
if (nucleus is Neuroid neuroid && neuroid.stale < minStale)
minStale = neuroid.stale;
} }
if (nucleus is Neuroid neuroid && neuroid.stale < minStale)
minStale = neuroid.stale;
} }
if (layerNucleus.synapses.Count > 0 && minStale > 2 && layerNucleus.stale < 3) if (layerNucleus.synapses.Count > 0 && minStale > 2 && layerNucleus.stale < 3)
@ -255,7 +284,7 @@ public class GraphBoardView : VisualElement {
// Process Hover // Process Hover
HandleMouseHover(layerNucleus, neuronRect); HandleMouseHover(layerNucleus, neuronRect);
// Process click // Process click
Debug.Log($"{et} {e.type}"); // Debug.Log($"{et} {e.type}");
if (e.type == EventType.MouseDown && e.button == 0) { if (e.type == EventType.MouseDown && e.button == 0) {
// Consume the event so the scene doesn't also handle it // Consume the event so the scene doesn't also handle it
e.Use(); e.Use();
@ -298,6 +327,9 @@ public class GraphBoardView : VisualElement {
void DrawInspector() { void DrawInspector() {
if (NanoBrainEditor.inspectorContainer == null)
return;
NanoBrainEditor.inspectorContainer.Clear(); NanoBrainEditor.inspectorContainer.Clear();
if (this.currentNucleus == null) if (this.currentNucleus == null)
return; return;
@ -315,18 +347,20 @@ public class GraphBoardView : VisualElement {
EditorGUILayout.LabelField("Synapses"); EditorGUILayout.LabelField("Synapses");
EditorGUI.indentLevel++; EditorGUI.indentLevel++;
List<Nucleus> nuclei = currentNucleus.synapses.Keys.ToList(); //List<Nucleus> nuclei = currentNucleus.synapses.Keys.ToList();
foreach (Nucleus nucleus in nuclei) { // foreach (Nucleus nucleus in nuclei) {
EditorGUI.BeginDisabledGroup(nucleus.isSleeping); foreach (Synapse synapse in currentNucleus.synapses) {
EditorGUI.BeginDisabledGroup(synapse.nucleus.isSleeping);
EditorGUILayout.BeginHorizontal(); EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(nucleus.name, GUILayout.Width(120)); EditorGUILayout.LabelField(synapse.nucleus.name, GUILayout.Width(120));
EditorGUI.indentLevel--; EditorGUI.indentLevel--;
EditorGUILayout.LabelField("Weight", GUILayout.Width(45)); EditorGUILayout.LabelField("Weight", GUILayout.Width(45));
float weight = currentNucleus.synapses[nucleus]; // float weight = currentNucleus.synapses[nucleus];
currentNucleus.synapses[nucleus] = EditorGUILayout.FloatField(weight, GUILayout.Width(40)); // currentNucleus.synapses[nucleus] = EditorGUILayout.FloatField(weight, GUILayout.Width(40));
synapse.weight = EditorGUILayout.FloatField(synapse.weight, GUILayout.Width(40));
EditorGUI.indentLevel++; EditorGUI.indentLevel++;
EditorGUILayout.Vector3Field(GUIContent.none, nucleus.outputValue, GUILayout.Width(180)); EditorGUILayout.Vector3Field(GUIContent.none, synapse.nucleus.outputValue, GUILayout.Width(180));
EditorGUILayout.EndHorizontal(); EditorGUILayout.EndHorizontal();
EditorGUI.EndDisabledGroup(); EditorGUI.EndDisabledGroup();
@ -337,11 +371,12 @@ public class GraphBoardView : VisualElement {
AddInputNeuron(currentNucleus); AddInputNeuron(currentNucleus);
}); });
NanoBrainEditor.inspectorContainer.Add(container); NanoBrainEditor.inspectorContainer.Add(container);
} }
protected virtual void AddInputNeuron(Nucleus receiver) { protected virtual void AddInputNeuron(Nucleus receiver) {
Neuroid newNeuroid = new(NanoBrainEditor.brain, "New neuron"); Neuroid newNeuroid = new(brain, "New neuron");
newNeuroid.AddReceiver(receiver); newNeuroid.AddReceiver(receiver);
Rebuild(); Rebuild();
} }
@ -363,21 +398,6 @@ public class GraphBoardView : VisualElement {
return parentPos; return parentPos;
} }
// helper to save node position back to graph
// public void UpdateNodePosition(NucleusObj node, Vector2 worldPos) {
// Undo.RecordObject(graph, "Move Node");
// node.position = (worldPos - pan) / zoom;
// EditorUtility.SetDirty(graph);
// }
// create & delete APIs called by NodeView or toolbar
public void CreateNode(Vector2 worldPos) {
// Undo.RecordObject(graph, "Create Node");
// var n = new NucleusObj("New Node"); //, position = (worldPos - pan) / zoom };
// graph.nodes.Add(n);
// EditorUtility.SetDirty(graph);
// Rebuild();
}
// public void CreateEdge(string fromId, string toId) { // public void CreateEdge(string fromId, string toId) {
// if (fromId == toId) return; // if (fromId == toId) return;
@ -469,9 +489,23 @@ public class GraphNodeWrapper : ScriptableObject {
node.name = title; node.name = title;
//node.position = position; //node.position = position;
#if UNITY_EDITOR #if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(graph); if (graph != null)
UnityEditor.EditorUtility.SetDirty(graph);
#endif #endif
} }
} }
} }
//static class EdgeDragState { public static EdgeDragState active; public GraphNode fromNode; public bool fromIsOutput; } //static class EdgeDragState { public static EdgeDragState active; public GraphNode fromNode; public bool fromIsOutput; }
public static class OpenAssetHandler {
// Called when an asset is double-clicked or opened.
[OnOpenAsset]
public static bool OpenMyScriptableObject(int instanceID, int line) {
NanoBrainObj obj = EditorUtility.InstanceIDToObject(instanceID) as NanoBrainObj;
if (obj != null) {
NanoBrainEditor.Open(obj);
return true; // handled
}
return false; // let Unity open normally
}
}

View File

@ -0,0 +1,484 @@
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
[CustomEditor(typeof(NanoBrainObj))]
public class NanoBrainInspector : Editor {
protected static VisualElement mainContainer;
protected static VisualElement inspectorContainer;
//private Nucleus currentNucleus = null;
private List<NeuroidLayer> layers = new();
private Dictionary<Nucleus, Vector2Int> neuroidPositions = new();
protected bool breakOnWake = false;
#region Start
public override VisualElement CreateInspectorGUI() {
NanoBrainObj brain = target as NanoBrainObj;
serializedObject.Update();
VisualElement root = new();
root.style.flexDirection = FlexDirection.Column; // side-by-side layout
root.style.flexGrow = 1;
root.style.minHeight = 600;
root.style.paddingLeft = 0;
root.style.paddingRight = 0;
root.style.paddingTop = 0;
root.style.paddingBottom = 0;
root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
mainContainer = new() {
name = "main",
style = {
flexDirection = FlexDirection.Row,
flexGrow = 1,
minHeight = 500,
}
};
GraphView board;
board = new GraphView();
board.style.flexGrow = 1;
inspectorContainer = new VisualElement {
name = "inspector",
style = {
width = 400,
}
};
mainContainer.Add(board);
mainContainer.Add(inspectorContainer);
root.Add(mainContainer);
// Run once for initial state (use resolved style width if available)
float initialWidth = root.layout.width > 0 ? root.layout.width : root.contentRect.width;
UpdateLayout(initialWidth);
// React to size changes of root (or parent if appropriate)
root.RegisterCallback<GeometryChangedEvent>(evt => {
UpdateLayout(evt.newRect.width);
});
if (brain != null)
board.SetGraph(brain, brain.root, inspectorContainer);
else
Debug.LogWarning(" No brain!");
serializedObject.ApplyModifiedProperties();
return root;
}
public class GraphView : VisualElement {
NanoBrainObj brain;
SerializedObject serializedBrain;
Nucleus currentNucleus;
private List<NeuroidLayer> layers = new();
private readonly Dictionary<Nucleus, Vector2Int> neuroidPositions = new();
Vector2 pan = Vector2.zero;
//float zoom = 1f;
bool draggingCanvas = false;
Vector2 lastMouse;
GraphNodeWrapper currentWrapper;
public GraphView() {
name = "content";
style.flexGrow = 1;
IMGUIContainer imguiContainer = new(OnIMGUI);
imguiContainer.style.position = Position.Absolute;
imguiContainer.style.left = 0; imguiContainer.style.top = 0;
imguiContainer.style.right = 0; imguiContainer.style.bottom = 0;
imguiContainer.pickingMode = PickingMode.Position;
imguiContainer.focusable = true;
Add(imguiContainer);
//RegisterCallback<WheelEvent>(OnWheel);
RegisterCallback<MouseDownEvent>(OnMouseDown);
RegisterCallback<MouseMoveEvent>(OnMouseMove);
RegisterCallback<MouseUpEvent>(OnMouseUp);
}
public void SetGraph(NanoBrainObj brain, Nucleus nucleus, VisualElement inspectorContainer) {
this.brain = brain;
this.serializedBrain = new SerializedObject(brain);
this.currentNucleus = nucleus;
Rebuild(inspectorContainer);
}
void Rebuild(VisualElement inspectorContainer) {
BuildLayers();
if (this.currentNucleus == null) {
inspectorContainer.Clear();
return;
}
if (currentWrapper != null)
DestroyImmediate(currentWrapper);
currentWrapper = CreateInstance<GraphNodeWrapper>().Init(this.currentNucleus, brain);
DrawInspector(inspectorContainer);
}
private void BuildLayers() {
// A temporary list to track what's been added to layers
this.layers = new();
int layerIx = 0;
Nucleus selectedNucleus = this.currentNucleus;
if (selectedNucleus == null)
return;
NeuroidLayer currentLayer = new() { ix = layerIx };
if (selectedNucleus.receivers != null) {
foreach (Receiver receiver in selectedNucleus.receivers) {
Nucleus outputNeuroid = receiver.nucleus;
if (outputNeuroid != null) {
AddToLayer(currentLayer, outputNeuroid);
// Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}");
}
}
}
if (currentLayer.neuroids.Count > 0) {
this.layers.Add(currentLayer);
layerIx++;
currentLayer = new() { ix = layerIx };
}
AddToLayer(currentLayer, selectedNucleus);
this.layers.Add(currentLayer);
// Debug.Log($"layer {layerIx} nucleus {selectedNucleus.name}");
layerIx++;
currentLayer = new() { ix = layerIx };
if (selectedNucleus.synapses != null) {
foreach (Synapse synapse in selectedNucleus.synapses) {
Nucleus input = synapse.nucleus;
AddToLayer(currentLayer, input);
// Debug.Log($"layer {layerIx} nucleus {input.name}");
}
}
if (currentLayer.neuroids.Count > 0) {
this.layers.Add(currentLayer);
}
}
private void AddToLayer(NeuroidLayer layer, Nucleus nucleus) {
if (nucleus == null)
return;
layer.neuroids.Add(nucleus);
nucleus.layerIx = layer.ix;
// Store its position
Vector2Int neuroidPosition = new(layer.ix, layer.neuroids.Count - 1);
neuroidPositions[nucleus] = neuroidPosition;
}
// basic pan/zoom handling
// void OnWheel(WheelEvent e) {
// if (e.ctrlKey) {
// float delta = -e.delta.y * 0.001f;
// zoom = Mathf.Clamp(zoom + delta, 0.25f, 2f);
// content.transform.rotation = Quaternion.identity; // keep transform accessible
// content.transform.scale = new Vector3(zoom, zoom, 1);
// e.StopPropagation();
// }
// else {
// pan += e.delta;
// content.style.left = pan.x;
// content.style.top = pan.y;
// }
// }
void OnMouseDown(MouseDownEvent e) {
if (e.button == 2) { draggingCanvas = true; lastMouse = e.mousePosition; e.StopPropagation(); }
}
void OnMouseMove(MouseMoveEvent e) {
if (draggingCanvas) {
var delta = e.mousePosition - lastMouse;
pan += delta;
//content.style.left = pan.x;
//content.style.top = pan.y;
lastMouse = e.mousePosition;
}
}
void OnMouseUp(MouseUpEvent e) { if (e.button == 2) draggingCanvas = false; }
void OnIMGUI() {
if (currentNucleus == null)
return;
serializedBrain.Update();
Handles.BeginGUI();
foreach (NeuroidLayer layer in layers)
DrawLayer(layer);
Handles.EndGUI();
}
private void DrawLayer(NeuroidLayer layer) {
int nodeCount = layer.neuroids.Count;
float maxValue = 0;
foreach (Nucleus nucleus in layer.neuroids) {
if (nucleus is Neuroid neuroid) {
float value = neuroid.outputValue.magnitude;
if (value > maxValue)
maxValue = value;
}
}
float spacing = 400f / nodeCount;
float margin = 10 + spacing / 2;
foreach (Nucleus layerNucleus in layer.neuroids) {
Vector2Int layerNeuroidPos = this.neuroidPositions[layerNucleus];
Vector3 parentPos = new(100 + layerNeuroidPos.x * 100, margin + layerNeuroidPos.y * spacing, 0.1f);
//int i = 0;
float inputSpacing = 400f / layerNucleus.synapses.Count;
float inputMargin = 10 + inputSpacing / 2;
int minStale = 10000;
//foreach ((Nucleus nucleus, float weight) in layerNucleus.synapses) {
foreach (Synapse synapse in layerNucleus.synapses) {
Nucleus nucleus = synapse.nucleus;
if (nucleus != null) {
float weight = synapse.weight;
if (this.neuroidPositions.ContainsKey(nucleus)) {
Vector2Int inputNeuroidPos = this.neuroidPositions[nucleus];
if (inputNeuroidPos.x == layerNeuroidPos.x + 1) {
Vector3 pos = new(100 + inputNeuroidPos.x * 100, inputMargin + inputNeuroidPos.y * inputSpacing, 0.0f);
//float brightness = weight / 10.0f;
Handles.color = Color.white; //new Color(brightness, brightness, brightness);
Handles.DrawLine(parentPos, pos);
}
}
if (nucleus is Neuroid neuroid && neuroid.stale < minStale)
minStale = neuroid.stale;
}
}
// if (layerNucleus.synapses.Count > 0 && minStale > 2 && layerNucleus.stale < 3)
// Debug.LogWarning($"Strange {minStale} is big duing update");
float size = 20;
if (layerNucleus.isSleeping)
Handles.color = Color.darkRed;
else {
float brightness = layerNucleus.outputValue.magnitude / maxValue;
Handles.color = new Color(brightness, brightness, brightness);
}
Handles.DrawSolidDisc(parentPos, Vector3.forward, size);
Vector3 labelPos = parentPos - Vector3.down * (size + 0.2f); // below disc along up axis
GUIStyle style = new GUIStyle(EditorStyles.label) {
alignment = TextAnchor.UpperCenter,
normal = { textColor = Color.white },
fontStyle = FontStyle.Bold
};
Handles.Label(labelPos, layerNucleus.name, style);
Rect neuronRect = new(parentPos.x - size, parentPos.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(layerNucleus, neuronRect);
// Process click
// Debug.Log($"{et} {e.type}");
if (e.type == EventType.MouseDown && e.button == 0) {
// Consume the event so the scene doesn't also handle it
e.Use();
HandleClicked(layerNucleus);
}
}
}
}
private void HandleMouseHover(Nucleus neuroid, Rect rect) {
GUIContent tooltip;
if (neuroid is SensoryNeuroid sensoryNeuroid) {
tooltip = new(
$"{sensoryNeuroid.name}" +
$"\nThing {sensoryNeuroid.receptor.thingId}" +
$"\nValue: {neuroid.outputValue}" +
$"\nStale: {neuroid.stale}");
}
else {
tooltip = new(
$"{neuroid.name}" +
$"\nsynapse count {neuroid.synapses.Count}" +
$"\nValue: {neuroid.outputValue}" +
$"\nStale: {neuroid.stale}");
}
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);
}
private void HandleClicked(Nucleus nucleus) {
this.currentNucleus = nucleus;
BuildLayers();
}
void DrawInspector(VisualElement 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(currentWrapper);
IMGUIContainer container = new(() => {
if (so.targetObject == null)
return;
so.Update();
this.currentNucleus.name = EditorGUILayout.TextField(this.currentNucleus.name);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Output Value", GUILayout.Width(100));
EditorGUILayout.Vector3Field(GUIContent.none, this.currentNucleus.outputValue);
EditorGUILayout.EndHorizontal();
if (this.currentNucleus.synapses.Count > 0) {
EditorGUILayout.LabelField("Synapses");
EditorGUI.indentLevel++;
foreach (Synapse synapse in this.currentNucleus.synapses) {
if (synapse.nucleus != null) {
EditorGUI.BeginDisabledGroup(synapse.nucleus.isSleeping);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(synapse.nucleus.name, GUILayout.Width(120));
EditorGUI.indentLevel--;
EditorGUILayout.LabelField("Weight", GUILayout.Width(45));
synapse.weight = EditorGUILayout.FloatField(synapse.weight, GUILayout.Width(40));
EditorGUI.indentLevel++;
EditorGUILayout.Vector3Field(GUIContent.none, synapse.nucleus.outputValue, GUILayout.Width(180));
EditorGUILayout.EndHorizontal();
EditorGUI.EndDisabledGroup();
}
}
EditorGUI.indentLevel--;
}
if (GUILayout.Button("Add Neuron"))
AddInputNeuron(this.currentNucleus);
if (GUILayout.Button("Add Position Perception"))
AddPositionPerception(this.currentNucleus);
if (GUILayout.Button("Add Velocity Perception"))
AddVelocityPerception(this.currentNucleus);
if (GUILayout.Button("Delete this neuron"))
DeleteNeuron(this.currentNucleus);
});
inspectorContainer.Add(container);
}
protected virtual void AddInputNeuron(Nucleus receiver) {
Neuroid newNeuroid = new(this.brain, "New neuron");
newNeuroid.AddReceiver(receiver);
//Rebuild(inspectorContainer);
BuildLayers();
}
protected virtual void DeleteNeuron(Nucleus nucleus) {
this.currentNucleus = nucleus.receivers[0].nucleus;
Nucleus.Delete(nucleus);
//Rebuild(inspectorContainer);
BuildLayers();
}
protected virtual void AddPositionPerception(Nucleus receiver) {
this.brain.perception.SendPositions(receiver);
}
protected virtual void AddVelocityPerception(Nucleus receiver) {
this.brain.perception.SendVelocities(receiver);
}
private Vector3 NodePosition(Nucleus nucleus, int layerNodeCount = 1) {
if (this.neuroidPositions.ContainsKey(nucleus)) {
Vector2Int nucleusPos = this.neuroidPositions[nucleus];
return NodePosition(nucleusPos, layerNodeCount);
}
else {
return Vector3.zero;
}
}
private Vector3 NodePosition(Vector2Int location, int layerNodeCount = 1) {
float spacing = 400f / layerNodeCount;
float margin = 10 + spacing / 2;
float size = 20;
Vector3 parentPos = new(100 + location.x * 100 - size, margin + location.y * spacing - size, 0.1f);
return parentPos;
}
// public void CreateEdge(string fromId, string toId) {
// if (fromId == toId) return;
// Undo.RecordObject(graph, "Create Edge");
// graph.edges.Add(new GraphEdge { fromNodeId = fromId, toNodeId = toId });
// EditorUtility.SetDirty(graph);
// Rebuild();
// }
}
#endregion Start
#region Update
private void UpdateLayout(float containerWidth) {
if (containerWidth > 800f) {
mainContainer.style.flexDirection = FlexDirection.Row;
inspectorContainer.style.width = 400; // fixed sidebar width
inspectorContainer.style.flexGrow = 0;
}
else {
mainContainer.style.flexDirection = FlexDirection.Column;
inspectorContainer.style.width = Length.Percent(100); // full width below
inspectorContainer.style.flexDirection = FlexDirection.Column;
inspectorContainer.style.flexGrow = 1; // can set 0 or keep as needed
}
}
protected virtual void OnSceneGUI() {
NanoBrain brain = target as NanoBrain;
if (brain == null)
return;
Vector3 position = brain.transform.position;
float radius = 1;
Handles.DrawWireDisc(position, Vector3.up, radius); // horizontal circle
Handles.DrawWireDisc(position, Vector3.right, radius); // X-plane
Handles.DrawWireDisc(position, Vector3.forward, radius); // Z-plane
// Debug.DrawRay(brain.transform.position, Vector3.forward, Color.magenta);
// Handles.color = Color.green;
// Handles.DrawLine(brain.transform.position, brain.transform.position + Vector3.up);
// Handles.color = Color.yellow;
// Vector3 worldForce = brain.transform.TransformDirection(this.currentNucleus.outputValue);
// //Debug.DrawRay(position, worldForce * 10, Color.yellow);
// Handles.DrawLine(position, position + worldForce * 10);
}
#endregion Update
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c96ad47c3d4498640b52630789e38573

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@ -0,0 +1,15 @@
using UnityEngine;
public class NanoBrainComponent : MonoBehaviour {
public NanoBrainObj brain;
public Nucleus root {
get {
return brain.root;
}
}
public Perception perception {
get {
return brain.perception;
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 92f34a5e4027a1dc39efd8ce63cf6aba

View File

@ -1,22 +1,49 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class NanoBrainObj : ScriptableObject { [CreateAssetMenu(menuName = "Passer/NanoBrain")]
public Nucleus rootNucleus = new("root"); public class NanoBrainObj : ScriptableObject, ISerializationCallbackReceiver {
public List<Neuroid> neuroids = new(); public string title;
public int count;
public Color color = Color.white;
public Texture2D texture;
public List<Nucleus> nuclei = new();
// This is probably always the first element in the nuclei list...
[System.NonSerialized]
public Nucleus root;
public int rootId;
public Perception perception;
public NanoBrainObj() {
this.root = new(this, "Root");
this.perception = new Perception(this);
}
public Neuroid AddNeuron(string name) { public Neuroid AddNeuron(string name) {
Neuroid neuroid = new(this, name); Neuroid neuroid = new(this, name);
return neuroid; return neuroid;
} }
public void UpdateNeurons() { public void UpdateNuclei() {
foreach (Neuroid neuroid in neuroids) { foreach (Neuroid neuroid in nuclei) {
neuroid.stale++; neuroid.stale++;
if (neuroid.isSleeping) if (neuroid.isSleeping)
neuroid.outputValue = Vector3.zero; neuroid.outputValue = Vector3.zero;
} }
} }
public void OnBeforeSerialize() {
this.rootId = root.id;
}
public void OnAfterDeserialize() {
foreach (Nucleus nucleus in nuclei) {
if (this.rootId == nucleus.id)
this.root = nucleus;
nucleus.Rebuild(this);
}
}
} }

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m_Name: Boid Graph
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title:
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nuclei:
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synapses: []
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@ -123,6 +123,7 @@ GameObject:
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- component: {fileID: 8702527964058765412} - component: {fileID: 8702527964058765412}
- component: {fileID: 9169912378811971808} - component: {fileID: 9169912378811971808}
- component: {fileID: 85370558829139006}
m_Layer: 0 m_Layer: 0
m_Name: Boid m_Name: Boid
m_TagString: Untagged m_TagString: Untagged
@ -158,16 +159,21 @@ MonoBehaviour:
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m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
speed: 0.2
neighbourCount: 0
inertia: 0
alignmentForce: 1
cohesionForce: 1
separationForce: 1
separationDistance: 0.5
bodyForce: 1
debug: 0
sc: {fileID: 0} sc: {fileID: 0}
velocity: {x: 0, y: 0, z: 0} velocity: {x: 0, y: 0, z: 0}
acceleration: {x: 0, y: 0, z: 0} acceleration: {x: 0, y: 0, z: 0}
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brain: {fileID: 11400000, guid: 55099766f6f09071ab4e8c89b02fa302, type: 2}

View File

@ -1,6 +1,7 @@
using UnityEngine; using UnityEngine;
[RequireComponent(typeof(NanoBrain))] //[RequireComponent(typeof(NanoBrain))]
[RequireComponent(typeof(NanoBrainComponent))]
public class Boid : MonoBehaviour { public class Boid : MonoBehaviour {
public static int BoundaryType = 1; public static int BoundaryType = 1;
public static int BoidType = 2; public static int BoidType = 2;
@ -11,17 +12,18 @@ public class Boid : MonoBehaviour {
private Bounds innerBounds; private Bounds innerBounds;
public NanoBrain neuroidNet; public NanoBrainComponent nanoBrain;
public Perception perception;
public Nucleus behaviour; // public NanoBrain neuroidNet;
// public Perception perception;
public Neuroid totalForce; // public Nucleus behaviour;
// public Neuroid totalForce;
public int id; public int id;
void Awake() { void Awake() {
neuroidNet = GetComponent<NanoBrain>();
this.id = this.GetInstanceID(); this.id = this.GetInstanceID();
@ -29,13 +31,14 @@ public class Boid : MonoBehaviour {
innerBounds = new(sc.transform.position, sc.spaceSize - 2 * sc.boundaryWidth); innerBounds = new(sc.transform.position, sc.spaceSize - 2 * sc.boundaryWidth);
perception = new Perception(neuroidNet); // neuroidNet = GetComponent<NanoBrain>();
// perception = new Perception(neuroidNet);
//behaviour = new Roaming(neuroidNet, perception, sc); // //behaviour = new Roaming(neuroidNet, perception, sc);
behaviour = new Swarming(neuroidNet, perception, sc); // behaviour = new Swarming(neuroidNet, perception, sc);
totalForce = new(neuroidNet, "Total"); // totalForce = new(neuroidNet, "Total");
behaviour.AddReceiver(totalForce); // behaviour.AddReceiver(totalForce);
} }
void Update() { void Update() {
@ -50,7 +53,7 @@ public class Boid : MonoBehaviour {
//Debug.DrawRay(this.transform.position, this.transform.TransformDirection(localPosition), Color.magenta); //Debug.DrawRay(this.transform.position, this.transform.TransformDirection(localPosition), Color.magenta);
int thingId = neighbour.GetInstanceID(); int thingId = neighbour.GetInstanceID();
perception.ProcessStimulus(thingId, BoidType, localPosition, neighbour.gameObject.name); nanoBrain.perception.ProcessStimulus(thingId, BoidType, localPosition, neighbour.gameObject.name);
} }
} }
@ -59,10 +62,11 @@ public class Boid : MonoBehaviour {
Vector3 pointOnBounds = innerBounds.ClosestPoint(point); Vector3 pointOnBounds = innerBounds.ClosestPoint(point);
Vector3 desiredWorldSpace = (pointOnBounds - point).normalized * sc.speed; Vector3 desiredWorldSpace = (pointOnBounds - point).normalized * sc.speed;
Vector3 desiredLocalSpace = -this.transform.InverseTransformPoint(desiredWorldSpace); Vector3 desiredLocalSpace = -this.transform.InverseTransformPoint(desiredWorldSpace);
perception.ProcessStimulus(777, BoundaryType, desiredLocalSpace, "Boundary"); nanoBrain.perception.ProcessStimulus(777, BoundaryType, desiredLocalSpace, "Boundary");
} }
Vector3 worldForce = this.transform.TransformDirection(behaviour.outputValue); //Vector3 worldForce = this.transform.TransformDirection(behaviour.outputValue);
Vector3 worldForce = this.transform.TransformDirection(nanoBrain.root.outputValue);
this.velocity = (1 - sc.inertia) * (worldForce * Time.deltaTime) + sc.inertia * velocity; this.velocity = (1 - sc.inertia) * (worldForce * Time.deltaTime) + sc.inertia * velocity;
if (this.velocity.magnitude > 0) if (this.velocity.magnitude > 0)
@ -78,7 +82,8 @@ public class Boid : MonoBehaviour {
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * 2f); // Adjust the speed of rotation transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * 2f); // Adjust the speed of rotation
} }
neuroidNet.UpdateNeurons(); //neuroidNet.UpdateNeurons();
nanoBrain.brain.UpdateNuclei();
} }
} }

View File

@ -3,7 +3,7 @@ public class Roaming : Nucleus {
public Neuroid output; public Neuroid output;
public Roaming(NanoBrain neuroidNet, Perception perception, SwarmControl sc) : base("Roaming nucleus") { public Roaming(NanoBrain neuroidNet, Perception perception, SwarmControl sc) : base(null, "Roaming nucleus") {
avoidance = new(neuroidNet, "Avoidance") { inverse = true }; avoidance = new(neuroidNet, "Avoidance") { inverse = true };
perception.SendPositions(avoidance, Boid.BoundaryType); perception.SendPositions(avoidance, Boid.BoundaryType);

View File

@ -10,7 +10,7 @@ public class Swarming : Nucleus {
public override Vector3 outputValue { get => output.outputValue; set => output.outputValue = value; } public override Vector3 outputValue { get => output.outputValue; set => output.outputValue = value; }
public Swarming(NanoBrain neuroidNet, Perception perception, SwarmControl sc) : base("Swarming Nucleus") { public Swarming(NanoBrain neuroidNet, Perception perception, SwarmControl sc) : base(null, "Swarming Nucleus") {
this.cohesion = new(neuroidNet, "Cohesion") { inverse = false }; this.cohesion = new(neuroidNet, "Cohesion") { inverse = false };
perception.SendPositions(this.cohesion, Boid.BoidType); perception.SendPositions(this.cohesion, Boid.BoidType);