Add complete brain viewer
This commit is contained in:
parent
a62d1cc5d9
commit
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@ -101,4 +101,14 @@ public class ClusterPrefab : ScriptableObject {
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foreach (Nucleus nucleus in this.nuclei)
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nucleus.UpdateNuclei();
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}
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public int GetNucleusIndex(Nucleus receiver) {
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int ix = 0;
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foreach (Nucleus nucleus in this.nuclei) {
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if (receiver == nucleus)
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return ix;
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ix++;
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}
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return -1;
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}
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}
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363
Editor/BrainEditorWindow.cs
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363
Editor/BrainEditorWindow.cs
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@ -0,0 +1,363 @@
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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using System.Linq;
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// Simple DAG data model
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[System.Serializable]
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public class DagNode {
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public int id;
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public string title;
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public Vector2 position;
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public float radius = 20f; // circle radius
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}
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[System.Serializable]
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public class DagEdge {
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public int fromId;
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public int toId;
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}
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public class BrainEditorWindow : EditorWindow {
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readonly List<DagNode> nodes = new();
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readonly List<DagEdge> edges = new();
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Vector2 pan = Vector2.zero;
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float zoom = 1.0f;
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const float minZoom = 0.5f;
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const float maxZoom = 2.0f;
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// Vector2 dragStart;
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// bool draggingNode = false;
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// int draggingNodeId = -1;
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private readonly System.Type acceptedType = typeof(ClusterPrefab);
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[MenuItem("Window/Brain Viewer")]
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public static void ShowWindow() {
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var w = GetWindow<BrainEditorWindow>("Brain Viewer");
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w.minSize = new Vector2(500, 300);
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}
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void OnEnable() {
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// if (nodes.Count == 0)
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// CreateSampleGraph();
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// Register callback so window updates when selection changes
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Selection.selectionChanged += OnSelectionChanged;
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RefreshSelection();
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ComputeLeftToRightLayout();
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}
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private void OnDisable() {
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Selection.selectionChanged -= OnSelectionChanged;
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}
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private void OnSelectionChanged() {
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RefreshSelection();
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ComputeLeftToRightLayout();
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Repaint();
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}
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private void RefreshSelection() {
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ClusterPrefab prefab = Selection.activeObject as ClusterPrefab;
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if (prefab != null && acceptedType.IsAssignableFrom(prefab.GetType())) {
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GenerateGraph(prefab);
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}
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}
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private void GenerateGraph(ClusterPrefab prefab) {
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nodes.Clear();
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edges.Clear();
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int ix = 0;
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foreach (Nucleus nucleus in prefab.nuclei) {
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nodes.Add(new DagNode() { id = ix, title = nucleus.name });
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foreach (Nucleus receiver in nucleus.receivers) {
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int receiverIx = prefab.GetNucleusIndex(receiver);
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edges.Add(new DagEdge() { fromId = ix, toId = receiverIx });
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}
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ix++;
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}
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}
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// void CreateSampleGraph() {
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// nodes.Clear();
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// edges.Clear();
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// nodes.Add(new DagNode() { id = 0, title = "In1" });
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// nodes.Add(new DagNode() { id = 1, title = "In2" });
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// nodes.Add(new DagNode() { id = 2, title = "A" });
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// nodes.Add(new DagNode() { id = 3, title = "B" });
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// nodes.Add(new DagNode() { id = 4, title = "C" });
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// nodes.Add(new DagNode() { id = 5, title = "Out1" });
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// nodes.Add(new DagNode() { id = 6, title = "Out2" });
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// edges.Add(new DagEdge() { fromId = 0, toId = 2 });
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// edges.Add(new DagEdge() { fromId = 1, toId = 2 });
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// edges.Add(new DagEdge() { fromId = 2, toId = 3 });
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// edges.Add(new DagEdge() { fromId = 2, toId = 4 });
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// edges.Add(new DagEdge() { fromId = 3, toId = 5 });
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// edges.Add(new DagEdge() { fromId = 4, toId = 6 });
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// }
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void OnGUI() {
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HandleInput();
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Rect rect = new(0, 0, position.width, position.height);
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EditorGUI.DrawRect(rect, new Color(0.11f, 0.11f, 0.11f));
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// compute window center
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Vector2 windowCenter = new(position.width / 2f, position.height / 2f);
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// compute graph bounds center (in graph space)
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Rect bounds = GetGraphBounds();
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Vector2 graphCenter = bounds.center;
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// compute autoPan that recenters the graph (does not modify node positions)
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Vector2 autoPan = -graphCenter; // moves graph center to origin
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// total translation = windowCenter + autoPan + user pan
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Matrix4x4 oldMatrix = GUI.matrix;
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GUI.matrix = Matrix4x4.TRS(windowCenter + autoPan + pan, Quaternion.identity, Vector3.one * zoom) *
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Matrix4x4.TRS(-windowCenter, Quaternion.identity, Vector3.one);
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// Draw edges first
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foreach (DagEdge e in edges) {
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DagNode from = GetNodeById(e.fromId);
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DagNode to = GetNodeById(e.toId);
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if (from == null || to == null) continue;
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DrawEdgeCircleNodes(from, to);
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}
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// Draw nodes (circles)
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foreach (DagNode n in nodes)
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DrawNucleus(n);
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GUI.matrix = oldMatrix;
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// Footer toolbar
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GUILayout.FlexibleSpace();
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EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
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if (GUILayout.Button("Fit", EditorStyles.toolbarButton)) FitToView();
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if (GUILayout.Button("Layout LR", EditorStyles.toolbarButton)) ComputeLeftToRightLayout();
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EditorGUILayout.EndHorizontal();
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}
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void HandleInput() {
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Event e = Event.current;
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// Zoom with scroll
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if (e.type == EventType.ScrollWheel) {
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float oldZoom = zoom;
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float delta = -e.delta.y * 0.01f;
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zoom = Mathf.Clamp(zoom + delta, minZoom, maxZoom);
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Vector2 mouse = e.mousePosition;
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pan += (mouse - new Vector2(position.width / 2, position.height / 2)) * (1 - zoom / oldZoom);
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e.Use();
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}
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// Pan with middle or right+ctrl drag
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if (e.type == EventType.MouseDrag && (e.button == 2 || (e.button == 1 && e.control))) {
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pan += e.delta;
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e.Use();
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}
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}
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DagNode GetNodeById(int id) => nodes.FirstOrDefault(x => x.id == id);
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List<DagEdge> GetIncomingEdges(DagNode node) {
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List<DagEdge> incoming = new();
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foreach (DagEdge e in edges) {
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if (e.toId == node.id)
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incoming.Add(e);
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}
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return incoming;
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}
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List<DagEdge> GetOutgoingEdges(DagNode node) {
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List<DagEdge> outgoing = new();
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foreach (DagEdge e in edges) {
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if (e.fromId == node.id)
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outgoing.Add(e);
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}
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return outgoing;
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}
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void DrawNucleus(DagNode n) {
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Vector3 position = n.position;
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Handles.color = Color.white * 0.9f;
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Handles.DrawSolidDisc(n.position, Vector3.forward, n.radius);
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if (GetIncomingEdges(n).Count == 0)
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DrawArrowHead(n.position - new Vector2(n.radius + 10, 0), n.position - new Vector2(n.radius + 5, 0), 10f/zoom, 12f/zoom, Color.white);
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if (GetOutgoingEdges(n).Count == 0)
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DrawArrowHead(n.position + new Vector2(n.radius + 10, 0), n.position + new Vector2(n.radius + 15, 0), 10f/zoom, 12f/zoom, Color.white);
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Handles.color = Color.white;
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GUIStyle style = new(EditorStyles.label) {
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alignment = TextAnchor.UpperCenter,
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normal = { textColor = Color.white },
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fontStyle = FontStyle.Bold,
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};
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Vector3 labelPos = position - Vector3.down * (n.radius + 10f); // below disc along up axis
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Handles.Label(labelPos, n.title, style);
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}
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void DrawEdgeCircleNodes(DagNode from, DagNode to) {
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Vector2 a = from.position;
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Vector2 b = to.position;
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if (a == b) return;
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Handles.color = Color.white * 0.9f;
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Handles.DrawLine(from.position, to.position);
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// Vector2 dir = (b - a).normalized;
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// Vector2 start = a + dir * from.radius;
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// Vector2 end = b - dir * to.radius;
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//DrawArrowHead(end - dir * 2f, end, 10f / zoom, 12f / zoom, Color.white);
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}
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void DrawArrowHead(Vector2 from, Vector2 to, float headWidth, float headLength, Color color) {
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Vector2 dir = (to - from).normalized;
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if (dir == Vector2.zero) return;
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Vector2 right = new Vector2(-dir.y, dir.x);
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Vector3 p1 = to;
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Vector3 p2 = to - dir * headLength + right * headWidth * 0.5f;
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Vector3 p3 = to - dir * headLength - right * headWidth * 0.5f;
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Handles.color = color;
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Handles.DrawAAConvexPolygon(p1, p2, p3);
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}
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// Left-to-right layered layout (sources on the left, sinks on the right)
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void ComputeLeftToRightLayout() {
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// build adjacency and indegree
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var adj = nodes.ToDictionary(n => n.id, n => new List<int>());
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var indeg = nodes.ToDictionary(n => n.id, n => 0);
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foreach (var e in edges) {
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if (!adj.ContainsKey(e.fromId) || !adj.ContainsKey(e.toId)) continue;
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adj[e.fromId].Add(e.toId);
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indeg[e.toId]++;
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}
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// Kahn's algorithm to compute topological layers (horizontal layers)
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Dictionary<int, int> layer = new();
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Queue<int> q = new(indeg.Where(kv => kv.Value == 0).Select(kv => kv.Key));
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foreach (var id in q) layer[id] = 0;
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while (q.Count > 0) {
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int u = q.Dequeue();
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int l = layer[u];
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foreach (var v in adj[u]) {
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// prefer placing v at least one layer after u
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if (!layer.ContainsKey(v) || layer[v] < l + 1) layer[v] = l + 1;
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indeg[v]--;
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if (indeg[v] == 0) q.Enqueue(v);
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}
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}
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// Any unreachable nodes -> assign next layers
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int maxLayer = layer.Count > 0 ? layer.Values.Max() : 0;
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foreach (var n in nodes) {
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if (!layer.ContainsKey(n.id)) {
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maxLayer++;
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layer[n.id] = maxLayer;
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}
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}
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// Group nodes by layer (left to right)
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var layers = layer.GroupBy(kv => kv.Value).OrderBy(g => g.Key).Select(g => g.Select(x => x.Key).ToList()).ToList();
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// Layout parameters (horizontal spacing drives left->right)
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float hSpacing = 150f;
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float vSpacing = 100f;
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// Place nodes: x increases with layer index, y spaced within layer
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for (int li = 0; li < layers.Count; li++) {
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var lst = layers[li];
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float totalHeight = (lst.Count - 1) * vSpacing;
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for (int i = 0; i < lst.Count; i++) {
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int id = lst[i];
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var n = GetNodeById(id);
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if (n == null) continue;
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float x = hSpacing + li * hSpacing;
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float y = 400 - totalHeight / 2f + i * vSpacing;
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// Debug.Log($"({li}, {i}) -> {x}, {y}");
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n.position = new Vector2(x, y);
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}
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}
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Repaint();
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}
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void FitToView() {
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if (nodes.Count == 0) return;
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// compute bounds including radii
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Rect bounds = new Rect(nodes[0].position - Vector2.one * nodes[0].radius, Vector2.one * nodes[0].radius * 2f);
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foreach (var n in nodes)
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bounds = RectUnion(bounds, new Rect(n.position - Vector2.one * n.radius, Vector2.one * n.radius * 2f));
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// center graph at origin (0,0) then set pan so it appears centered in window
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Vector2 graphCenter = bounds.center;
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// move nodes so center is at origin
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for (int i = 0; i < nodes.Count; i++)
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nodes[i].position -= graphCenter;
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// reset pan/zoom so centered
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pan = Vector2.zero;
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zoom = 1.0f;
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Repaint();
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}
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static Rect RectUnion(Rect a, Rect b) {
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float xMin = Mathf.Min(a.xMin, b.xMin);
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float xMax = Mathf.Max(a.xMax, b.xMax);
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float yMin = Mathf.Min(a.yMin, b.yMin);
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float yMax = Mathf.Max(a.yMax, b.yMax);
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return Rect.MinMaxRect(xMin, yMin, xMax, yMax);
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}
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Vector2 ScreenToGraph_old(Vector2 screenPos) {
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Vector2 origin = new Vector2(position.width / 2, position.height / 2);
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// invert the GUI.matrix transform (approx for current simple transforms)
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return (screenPos - (origin + pan)) / zoom + origin * (1 - 1 / zoom);
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}
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Vector2 ScreenToGraph(Vector2 screenPos) {
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Vector2 windowCenter = new Vector2(position.width / 2f, position.height / 2f);
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Rect bounds = GetGraphBounds();
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Vector2 graphCenter = bounds.center;
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Vector2 autoPan = -graphCenter;
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// inverse of: screen -> translate by -(windowCenter+autoPan+pan), scale by 1/zoom, translate by windowCenter
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return (screenPos - (windowCenter + autoPan + pan)) / zoom + windowCenter;
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}
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Rect GetGraphBounds() {
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if (nodes == null || nodes.Count == 0) return new Rect(Vector2.zero, Vector2.one);
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Rect bounds = new(
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nodes[0].position - Vector2.one * nodes[0].radius,
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2f * nodes[0].radius * Vector2.one);
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foreach (var n in nodes)
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bounds = RectUnion(bounds,
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new Rect(n.position - Vector2.one * n.radius, 2f * n.radius * Vector2.one));
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return bounds;
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}
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int HitTestNode(Vector2 graphPos) {
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// returns node id under point or -1
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for (int i = nodes.Count - 1; i >= 0; i--) {
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var n = nodes[i];
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if ((graphPos - n.position).sqrMagnitude <= n.radius * n.radius) return n.id;
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}
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return -1;
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}
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}
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2
Editor/BrainEditorWindow.cs.meta
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2
Editor/BrainEditorWindow.cs.meta
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: f041740900808273ab006e7d276a78e9
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393
Editor/DAGWindow.cs
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393
Editor/DAGWindow.cs
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@ -0,0 +1,393 @@
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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using System.Linq;
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// Simple DAG data model
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// [System.Serializable]
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// public class DagNode
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// {
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// public int id;
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// public string title;
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// public Vector2 position;
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// public float radius = 36f; // circle radius
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// }
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// [System.Serializable]
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// public class DagEdge
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// {
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// public int fromId;
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// public int toId;
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// }
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public class DAGEditorWindow : EditorWindow
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{
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List<DagNode> nodes = new List<DagNode>();
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List<DagEdge> edges = new List<DagEdge>();
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Vector2 pan = Vector2.zero;
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float zoom = 1.0f;
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const float minZoom = 0.5f;
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const float maxZoom = 2.0f;
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GUIStyle labelStyle;
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int selectedNodeId = -1;
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Vector2 dragStart;
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bool draggingNode = false;
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int draggingNodeId = -1;
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[MenuItem("Window/DAG Viewer (LR, Circles)")]
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public static void ShowWindow()
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{
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var w = GetWindow<DAGEditorWindow>("DAG Viewer (LR)");
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w.minSize = new Vector2(500, 300);
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}
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void OnEnable()
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{
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labelStyle = new GUIStyle(EditorStyles.label);
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labelStyle.alignment = TextAnchor.MiddleCenter;
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labelStyle.normal.textColor = Color.white;
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labelStyle.fontStyle = FontStyle.Bold;
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if (nodes.Count == 0)
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CreateSampleGraph();
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ComputeLeftToRightLayout();
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}
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void CreateSampleGraph()
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{
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nodes.Clear();
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edges.Clear();
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nodes.Add(new DagNode() { id = 0, title = "In1" });
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nodes.Add(new DagNode() { id = 1, title = "In2" });
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nodes.Add(new DagNode() { id = 2, title = "A" });
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nodes.Add(new DagNode() { id = 3, title = "B" });
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nodes.Add(new DagNode() { id = 4, title = "C" });
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nodes.Add(new DagNode() { id = 5, title = "Out1" });
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nodes.Add(new DagNode() { id = 6, title = "Out2" });
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edges.Add(new DagEdge() { fromId = 0, toId = 2 });
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edges.Add(new DagEdge() { fromId = 1, toId = 2 });
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edges.Add(new DagEdge() { fromId = 2, toId = 3 });
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edges.Add(new DagEdge() { fromId = 2, toId = 4 });
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edges.Add(new DagEdge() { fromId = 3, toId = 5 });
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edges.Add(new DagEdge() { fromId = 4, toId = 6 });
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}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
2
Editor/DAGWindow.cs.meta
Normal file
2
Editor/DAGWindow.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 95393aed582b8b30d965400672aec4d8
|
||||
Loading…
x
Reference in New Issue
Block a user