Spherical UpdateState (finally)
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@ -188,6 +188,11 @@ namespace LinearAlgebra
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}
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}
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#endif
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#endif
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public static Direction operator -(Direction d) {
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AngleFloat horizontal = d.horizontal + AngleFloat.deg180;
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AngleFloat vertical = -d.vertical;
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return new Direction(horizontal, vertical);
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}
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/// <summary>
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/// <summary>
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/// Tests the equality of two directions
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/// Tests the equality of two directions
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@ -17,8 +17,14 @@ namespace LinearAlgebra {
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/// <param name="distance">The distance in meters</param>
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/// <param name="distance">The distance in meters</param>
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/// <param name="direction">The direction of the vector</param>
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/// <param name="direction">The direction of the vector</param>
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public Spherical(float distance, Direction direction) {
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public Spherical(float distance, Direction direction) {
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this.distance = distance;
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if (distance > 0) {
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this.direction = direction;
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this.distance = distance;
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this.direction = direction;
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}
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else {
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this.distance = -distance;
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this.direction = -direction;
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}
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}
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}
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/// <summary>
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/// <summary>
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@ -75,57 +75,7 @@ public class Neuroid : Nucleus {
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}
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}
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public override void UpdateState() {
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public override void UpdateState() {
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// Vector3 resultVector = Vector3.zero;
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// foreach (Synapse synapse in this.synapses) {
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// Nucleus synapseNucleus = synapse.nucleus;
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// if (synapseNucleus is Neuroid neuroid && neuroid.isSleeping)
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// continue;
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// Vector3 direction = synapseNucleus.outputValue.direction.ToVector3();
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// float weight = synapse.weight;
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// float activatedValue = curve.Evaluate(synapseNucleus.outputValue.magnitude);
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// float magnitude = weight * activatedValue;
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// //Debug.Log($"{this.name} {synapseNucleus.outputValue.direction} {synapseNucleus.outputValue.direction.horizontal}{synapseNucleus.outputValue.direction.vertical} {direction}");
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// Vector3 a = direction * magnitude;
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// //Debug.Log($"A {direction} {magnitude} {a}");
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// resultVector += a;
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// }
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// if (average && this.synapses.Count > 0)
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// resultVector /= this.synapses.Count;
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/*
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List<Vector3> v3s = new();
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foreach (Synapse synapse in this.synapses) {
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Nucleus synapseNucleus = synapse.nucleus;
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if (synapseNucleus is Neuroid neuroid && neuroid.isSleeping)
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continue;
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Vector3 direction = synapseNucleus.outputValue.direction.ToVector3();
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float weight = synapse.weight;
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float activatedValue = curve.Evaluate(synapseNucleus.outputValue.magnitude);
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float magnitude = weight * activatedValue;
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//Debug.Log($"{this.name} {synapseNucleus.outputValue.direction} {synapseNucleus.outputValue.direction.horizontal}{synapseNucleus.outputValue.direction.vertical} {direction}");
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Vector3 a = direction * magnitude;
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//Debug.Log($"A {direction} {magnitude} {a}");
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v3s.Add(a);
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}
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Vector3 sum = Vector3.zero; // Start with a zero vector
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// Sum all vectors
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foreach (Vector3 vector in v3s)
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sum += vector;
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// Calculate average
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Vector3 averagevs = sum / v3s.Count;
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Vector3 result1 = averagevs * v3s.Count;
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// if (average && this.synapses.Count > 0)
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// resultVector /= this.synapses.Count;
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Spherical result = Spherical.FromVector3(result1);
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*/
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List<Spherical> sVectors = new();
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List<Spherical> sVectors = new();
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List<Vector3> cVectors = new();
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foreach (Synapse synapse in this.synapses) {
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foreach (Synapse synapse in this.synapses) {
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if (synapse.nucleus.isSleeping)
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if (synapse.nucleus.isSleeping)
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continue;
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continue;
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@ -134,29 +84,14 @@ public class Neuroid : Nucleus {
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float activatedValue = curve.Evaluate(synapse.nucleus.outputValue.magnitude);
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float activatedValue = curve.Evaluate(synapse.nucleus.outputValue.magnitude);
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float magnitude = weight * activatedValue;
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float magnitude = weight * activatedValue;
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Spherical sVector = new(magnitude, synapse.nucleus.outputValue.direction);
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Spherical sVector = new(magnitude, synapse.nucleus.outputValue.direction);
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//Debug.Log($"B {synapse.nucleus.outputValue.direction.ToVector3()} {magnitude} {vector.ToVector3()}");
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sVectors.Add(sVector);
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sVectors.Add(sVector); //synapse.nucleus.outputValue);
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Vector3 direction = synapse.nucleus.outputValue.direction.ToVector3();
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Vector3 cVector = direction * magnitude;
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cVectors.Add(cVector);
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}
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}
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Vector3 cResult = Vector3.zero;
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foreach (Vector3 vector in cVectors)
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cResult += vector;
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Spherical sResult = Spherical.Average(sVectors);
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Spherical sResult = Spherical.Average(sVectors);
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if (average == false)
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if (average == false)
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sResult *= sVectors.Count;
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sResult *= sVectors.Count;
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if (sResult != Spherical.FromVector3(cResult))
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UpdateResult(sResult);
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Debug.Log($"spherical different {sResult} != {Spherical.FromVector3(cResult)}");
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//if (sResult.ToVector3() != cResult)
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Debug.Log($"vector different {sResult.ToVector3()} != {cResult}");
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UpdateResult(Spherical.FromVector3(cResult));
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}
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}
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}
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}
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