Add selector neuron
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30
Neuron.cs
30
Neuron.cs
@ -9,6 +9,21 @@ using static Unity.Mathematics.math;
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[Serializable]
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public class Neuron : INucleus {
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public Neuron(Cluster parent, string name) {
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this.parent = parent;
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this.name = name;
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this.parent?.nuclei.Add(this);
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}
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public Neuron(ClusterPrefab parent, string name) {
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this.cluster = parent;
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this.name = name;
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if (this.cluster != null) {
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this.cluster.nuclei.Add(this);
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}
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// else
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// Debug.LogError("No neuroid network");
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}
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[SerializeField]
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protected string _name;
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public virtual string name {
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@ -165,21 +180,6 @@ public class Neuron : INucleus {
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#endregion Runtime state
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public Neuron(Cluster parent, string name) {
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this.parent = parent;
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this.name = name;
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this.parent?.nuclei.Add(this);
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}
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public Neuron(ClusterPrefab parent, string name) {
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this.cluster = parent;
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this.name = name;
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if (this.cluster != null) {
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this.cluster.nuclei.Add(this);
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}
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// else
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// Debug.LogError("No neuroid network");
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}
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// this clone the nucleus without the synapses and receivers
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public virtual IReceptor ShallowCloneTo(Cluster newParent) {
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Neuron clone = new(newParent, this.name) {
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7
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365
Scene/TestScene Experiment.unity
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365
Scene/TestScene Experiment.unity
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Scripts.meta
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Scripts/Experimental.meta
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Scripts/Experimental.meta
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23
Scripts/Experimental/SelectorBrain.cs
Normal file
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Scripts/Experimental/SelectorBrain.cs
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using UnityEngine;
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public class SelectorBrain : NanoBrain {
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public Vector3 input1;
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public Vector3 input2;
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public Vector3 output;
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public Receptor receptor1;
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public Receptor receptor2;
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protected void Awake() {
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receptor1 = Receptor.CreateReceptor(this.brain, "Input 1");
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receptor2 = Receptor.CreateReceptor(this.brain, "Input 2");
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}
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protected void Update() {
|
||||
receptor1.ProcessStimulus(0, input1);
|
||||
receptor2.ProcessStimulus(1, input2);
|
||||
output = this.brain.outputValue;
|
||||
|
||||
this.brain.UpdateNuclei();
|
||||
}
|
||||
}
|
||||
2
Scripts/Experimental/SelectorBrain.cs.meta
Normal file
2
Scripts/Experimental/SelectorBrain.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9051408e82b511584998506096af4bf0
|
||||
138
Selector.asset
Normal file
138
Selector.asset
Normal file
@ -0,0 +1,138 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 60a957541c24c57e78018c202ebb1d9b, type: 3}
|
||||
m_Name: Selector
|
||||
m_EditorClassIdentifier: Assembly-CSharp::ClusterPrefab
|
||||
nuclei:
|
||||
- rid: 5479437130421501952
|
||||
- rid: 5479437130421501954
|
||||
- rid: 5479437130421501956
|
||||
references:
|
||||
version: 2
|
||||
RefIds:
|
||||
- rid: 5479437130421501952
|
||||
type: {class: Neuron, ns: , asm: Assembly-CSharp}
|
||||
data:
|
||||
_name: Output
|
||||
_synapses:
|
||||
- nucleus:
|
||||
rid: 5479437130421501954
|
||||
weight: 0.1
|
||||
- nucleus:
|
||||
rid: 5479437130421501956
|
||||
weight: 0.9
|
||||
_receivers: []
|
||||
_array:
|
||||
rid: 5479437130421501953
|
||||
_curvePreset: 0
|
||||
curve:
|
||||
serializedVersion: 2
|
||||
m_Curve:
|
||||
- serializedVersion: 3
|
||||
time: 0
|
||||
value: 0
|
||||
inSlope: 0
|
||||
outSlope: 1
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: 0
|
||||
outWeight: 0
|
||||
- serializedVersion: 3
|
||||
time: 1000
|
||||
value: 1000
|
||||
inSlope: 1
|
||||
outSlope: 0
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: 0
|
||||
outWeight: 0
|
||||
m_PreInfinity: 2
|
||||
m_PostInfinity: 2
|
||||
m_RotationOrder: 4
|
||||
curveMax: 1
|
||||
average: 1
|
||||
- rid: 5479437130421501953
|
||||
type: {class: NucleusArray, ns: , asm: Assembly-CSharp}
|
||||
data:
|
||||
_nuclei:
|
||||
- rid: 5479437130421501952
|
||||
name: Output
|
||||
- rid: 5479437130421501954
|
||||
type: {class: Neuron, ns: , asm: Assembly-CSharp}
|
||||
data:
|
||||
_name: Input
|
||||
_synapses: []
|
||||
_receivers:
|
||||
- rid: 5479437130421501952
|
||||
- rid: 5479437130421501956
|
||||
_array:
|
||||
rid: 5479437130421501955
|
||||
_curvePreset: 0
|
||||
curve:
|
||||
serializedVersion: 2
|
||||
m_Curve:
|
||||
- serializedVersion: 3
|
||||
time: 0
|
||||
value: 0
|
||||
inSlope: 0
|
||||
outSlope: 1
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: 0
|
||||
outWeight: 0
|
||||
- serializedVersion: 3
|
||||
time: 1000
|
||||
value: 1000
|
||||
inSlope: 1
|
||||
outSlope: 0
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: 0
|
||||
outWeight: 0
|
||||
m_PreInfinity: 2
|
||||
m_PostInfinity: 2
|
||||
m_RotationOrder: 4
|
||||
curveMax: 1
|
||||
average: 0
|
||||
- rid: 5479437130421501955
|
||||
type: {class: NucleusArray, ns: , asm: Assembly-CSharp}
|
||||
data:
|
||||
_nuclei:
|
||||
- rid: 5479437130421501954
|
||||
name: New neuron
|
||||
- rid: 5479437130421501956
|
||||
type: {class: MemoryCell, ns: , asm: Assembly-CSharp}
|
||||
data:
|
||||
_name: Previous Input
|
||||
_synapses:
|
||||
- nucleus:
|
||||
rid: 5479437130421501954
|
||||
weight: 1
|
||||
_receivers:
|
||||
- rid: 5479437130421501952
|
||||
_array:
|
||||
rid: 5479437130421501957
|
||||
_curvePreset: 0
|
||||
curve:
|
||||
serializedVersion: 2
|
||||
m_Curve: []
|
||||
m_PreInfinity: 2
|
||||
m_PostInfinity: 2
|
||||
m_RotationOrder: 4
|
||||
curveMax: 1
|
||||
average: 0
|
||||
- rid: 5479437130421501957
|
||||
type: {class: NucleusArray, ns: , asm: Assembly-CSharp}
|
||||
data:
|
||||
_nuclei:
|
||||
- rid: 5479437130421501956
|
||||
name: New memory cell
|
||||
8
Selector.asset.meta
Normal file
8
Selector.asset.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d5b3a22d9bb7d13aeb3174077125967b
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
49
Selector.cs
Normal file
49
Selector.cs
Normal file
@ -0,0 +1,49 @@
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
|
||||
public class Selector : Neuron {
|
||||
public Selector(Cluster parent, string name) : base(parent, name) { }
|
||||
|
||||
public override void UpdateStateIsolated(float3 bias) {
|
||||
float3 max = bias;
|
||||
float maxSqrLength = lengthsq(max);
|
||||
|
||||
//Applying the weight factors
|
||||
foreach (Synapse synapse in this.synapses) {
|
||||
float3 input = synapse.weight * synapse.nucleus.outputValue;
|
||||
|
||||
float inputSqrlength = lengthsq(input);
|
||||
if (inputSqrlength > maxSqrLength) {
|
||||
max = input;
|
||||
maxSqrLength = inputSqrlength;
|
||||
}
|
||||
}
|
||||
|
||||
// Activation function
|
||||
float3 result;
|
||||
switch (this.curvePreset) {
|
||||
case CurvePresets.Linear:
|
||||
result = max;
|
||||
break;
|
||||
case CurvePresets.Sqrt:
|
||||
result = normalize(max) * System.MathF.Sqrt(length(max));
|
||||
break;
|
||||
case CurvePresets.Power:
|
||||
result = normalize(max) * System.MathF.Pow(length(max), 2);
|
||||
break;
|
||||
case CurvePresets.Reciprocal: {
|
||||
float magnitude = length(max);
|
||||
if (magnitude > 0)
|
||||
result = normalize(max) * (1 / magnitude);
|
||||
else
|
||||
result = float3(0, 0, 0);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
float activatedValue = this.curve.Evaluate(length(max));
|
||||
result = normalize(max) * activatedValue;
|
||||
break;
|
||||
}
|
||||
this.outputValue = result;
|
||||
}
|
||||
}
|
||||
2
Selector.cs.meta
Normal file
2
Selector.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4218c2f3f15af944db0eadd6e1500d17
|
||||
@ -1,511 +0,0 @@
|
||||
/*
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
using UnityEditor.Callbacks;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class NucleusLayer {
|
||||
public int ix = 0;
|
||||
public List<Nucleus> neuroids = new();
|
||||
}
|
||||
|
||||
public class NanoBrainEditor : EditorWindow {
|
||||
public NanoBrain brain;
|
||||
|
||||
public static VisualElement inspectorContainer;
|
||||
|
||||
[MenuItem("Window/NanoBrain Editor")]
|
||||
public static void ShowWindow() {
|
||||
GetWindow<NanoBrainEditor>("NanoBrain Editor");
|
||||
}
|
||||
|
||||
public static void Open(NanoBrain asset) {
|
||||
NanoBrainEditor editor = GetWindow<NanoBrainEditor>("NanoBrain Editor");
|
||||
editor.brain = asset;
|
||||
editor.Show();
|
||||
}
|
||||
|
||||
GraphBoardView board;
|
||||
|
||||
private void OnEnable() {
|
||||
OnFocus();
|
||||
}
|
||||
private void OnFocus() {
|
||||
if (brain == null) {
|
||||
// brain = CreateInstance<NanoBrainObj>();
|
||||
// EditorUtility.SetDirty(brain);
|
||||
return;
|
||||
}
|
||||
|
||||
VisualElement root = rootVisualElement;
|
||||
root.Clear();
|
||||
root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
|
||||
|
||||
VisualElement main = new() {
|
||||
name = "main",
|
||||
style = {
|
||||
flexDirection = FlexDirection.Row,
|
||||
flexGrow = 1
|
||||
}
|
||||
};
|
||||
board = new GraphBoardView();
|
||||
board.style.flexGrow = 1;
|
||||
inspectorContainer = new VisualElement {
|
||||
name = "inspector",
|
||||
style = {
|
||||
width = 400
|
||||
}
|
||||
};
|
||||
|
||||
main.Add(board);
|
||||
main.Add(inspectorContainer);
|
||||
root.Add(main);
|
||||
|
||||
board.SetGraph(brain, brain.root);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public class GraphBoardView : VisualElement {
|
||||
NanoBrain brain;
|
||||
SerializedObject serializedBrain;
|
||||
Nucleus currentNucleus;
|
||||
private List<NeuroidLayer> layers = new();
|
||||
private Dictionary<Nucleus, Vector2Int> neuroidPositions = new();
|
||||
|
||||
Vector2 pan = Vector2.zero;
|
||||
//float zoom = 1f;
|
||||
bool draggingCanvas = false;
|
||||
Vector2 lastMouse;
|
||||
GraphNodeWrapper currentWrapper;
|
||||
|
||||
public GraphBoardView() {
|
||||
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(NanoBrain brain, Nucleus nucleus) {
|
||||
this.brain = brain;
|
||||
this.serializedBrain = new SerializedObject(brain);
|
||||
this.currentNucleus = nucleus;
|
||||
Rebuild();
|
||||
}
|
||||
|
||||
void Rebuild() {
|
||||
BuildLayers();
|
||||
|
||||
if (currentNucleus == null) {
|
||||
NanoBrainEditor.inspectorContainer.Clear();
|
||||
return;
|
||||
}
|
||||
|
||||
if (currentWrapper != null)
|
||||
Object.DestroyImmediate(currentWrapper);
|
||||
currentWrapper = ScriptableObject.CreateInstance<GraphNodeWrapper>().Init(currentNucleus, brain);
|
||||
DrawInspector();
|
||||
}
|
||||
|
||||
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 };
|
||||
|
||||
//foreach (Nucleus outputNeuroid in selectedNucleus.receivers) {
|
||||
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 };
|
||||
|
||||
//foreach (Nucleus input in selectedNucleus.synapses.Keys) {
|
||||
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 = 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();
|
||||
HandleDiscClicked(layerNucleus);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleMouseHover(Nucleus neuroid, Rect rect) {
|
||||
GUIContent tooltip;
|
||||
// if (neuroid is SensoryNeuroid sensoryNeuroid) {
|
||||
// tooltip = new(
|
||||
// $"{sensoryNeuroid.name}" +
|
||||
// $"\nThing {sensoryNeuroid.receptor.thingType}" +
|
||||
// $"\nValue: {neuroid.outputValue}");
|
||||
// }
|
||||
// else {
|
||||
tooltip = new(
|
||||
$"{neuroid.name}" +
|
||||
$"\nsynapse count {neuroid.synapses.Count}" +
|
||||
$"\nValue: {neuroid.outputValue}");
|
||||
// }
|
||||
|
||||
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 HandleDiscClicked(Nucleus nucleus) {
|
||||
this.currentNucleus = nucleus;
|
||||
BuildLayers();
|
||||
}
|
||||
|
||||
|
||||
void DrawInspector() {
|
||||
if (NanoBrainEditor.inspectorContainer == null)
|
||||
return;
|
||||
|
||||
NanoBrainEditor.inspectorContainer.Clear();
|
||||
if (this.currentNucleus == null)
|
||||
return;
|
||||
|
||||
// create a SerializedObject wrapper so Unity inspector controls work (and Undo)
|
||||
SerializedObject so = new SerializedObject(currentWrapper);
|
||||
IMGUIContainer container = new IMGUIContainer(() => {
|
||||
so.Update();
|
||||
currentNucleus.name = EditorGUILayout.TextField(currentNucleus.name);
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Output Value", GUILayout.Width(100));
|
||||
EditorGUILayout.Vector3Field(GUIContent.none, currentNucleus.outputValue);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
if (currentNucleus.synapses.Count > 0) {
|
||||
EditorGUILayout.LabelField("Synapses");
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
//List<Nucleus> nuclei = currentNucleus.synapses.Keys.ToList();
|
||||
// foreach (Nucleus nucleus in nuclei) {
|
||||
foreach (Synapse synapse in currentNucleus.synapses) {
|
||||
EditorGUI.BeginDisabledGroup(synapse.nucleus.isSleeping);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(synapse.nucleus.name, GUILayout.Width(120));
|
||||
EditorGUI.indentLevel--;
|
||||
EditorGUILayout.LabelField("Weight", GUILayout.Width(45));
|
||||
// float weight = currentNucleus.synapses[nucleus];
|
||||
// currentNucleus.synapses[nucleus] = EditorGUILayout.FloatField(weight, GUILayout.Width(40));
|
||||
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(currentNucleus);
|
||||
|
||||
});
|
||||
|
||||
NanoBrainEditor.inspectorContainer.Add(container);
|
||||
}
|
||||
|
||||
protected virtual void AddInputNeuron(Nucleus receiver) {
|
||||
Neuroid newNeuroid = new(brain, "New neuron");
|
||||
newNeuroid.AddReceiver(receiver);
|
||||
Rebuild();
|
||||
}
|
||||
|
||||
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();
|
||||
// }
|
||||
}
|
||||
|
||||
|
||||
public class NodeView : VisualElement {
|
||||
Nucleus data;
|
||||
GraphBoardView board;
|
||||
Label titleLabel;
|
||||
//bool dragging = false;
|
||||
Vector2 localDragStart;
|
||||
|
||||
public NodeView(Nucleus node, GraphBoardView boardView) {
|
||||
data = node;
|
||||
board = boardView;
|
||||
name = "node";
|
||||
style.width = 20; //node.size.x;
|
||||
style.height = 20; //node.size.y;
|
||||
|
||||
titleLabel = new Label(node.name) { name = "title" };
|
||||
Add(titleLabel);
|
||||
|
||||
// ports
|
||||
// var outPort = new Button(() => StartEdgeDrag(true)) { text = "◀", name = "out" };
|
||||
// var inPort = new Button(() => StartEdgeDrag(false)) { text = "▶", name = "in" };
|
||||
// Add(outPort);
|
||||
// Add(inPort);
|
||||
|
||||
RegisterCallback<MouseDownEvent>(OnMouseDown);
|
||||
// RegisterCallback<MouseMoveEvent>(OnMouseMove);
|
||||
RegisterCallback<MouseUpEvent>(OnMouseUp);
|
||||
//RegisterCallback<MouseLeaveEvent>(e => dragging = false);
|
||||
}
|
||||
|
||||
// void StartEdgeDrag(bool isOutput) {
|
||||
// // simplified: on first click store source; on second click on target port call board.CreateEdge
|
||||
// if (EdgeDragState.active == null) EdgeDragState.active = new EdgeDragState { fromNode = data, fromIsOutput = isOutput };
|
||||
// else {
|
||||
// var src = EdgeDragState.active.fromNode;
|
||||
// if (src != null && src.id != data.id) board.CreateEdge(src.id, data.id);
|
||||
// EdgeDragState.active = null;
|
||||
// }
|
||||
// }
|
||||
|
||||
void OnMouseDown(MouseDownEvent e) {
|
||||
if (e.button == 0 && e.target == this) {
|
||||
//dragging = true;
|
||||
localDragStart = e.mousePosition;
|
||||
e.StopPropagation();
|
||||
}
|
||||
}
|
||||
// void OnMouseMove(MouseMoveEvent e) {
|
||||
// if (!dragging) return;
|
||||
// var delta = e.mousePosition - localDragStart;
|
||||
// var worldPos = new Vector2(layout.x + delta.x, layout.y + delta.y);
|
||||
// style.left = worldPos.x;
|
||||
// style.top = worldPos.y;
|
||||
// // commit on every move
|
||||
// board.UpdateNodePosition(data, worldPos);
|
||||
// }
|
||||
void OnMouseUp(MouseUpEvent e) {
|
||||
//dragging = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public class GraphNodeWrapper : ScriptableObject {
|
||||
// expose fields that map to GraphNode
|
||||
public string title;
|
||||
public Vector2 position;
|
||||
Nucleus node;
|
||||
NanoBrain graph; // needed to write back and mark dirty
|
||||
|
||||
public GraphNodeWrapper Init(Nucleus node, NanoBrain graphAsset) {
|
||||
this.node = node;
|
||||
this.graph = graphAsset;
|
||||
this.title = " A " + node.name;
|
||||
//position = node.position;
|
||||
return this;
|
||||
}
|
||||
void OnValidate() {
|
||||
if (node != null) {
|
||||
node.name = title;
|
||||
//node.position = position;
|
||||
#if UNITY_EDITOR
|
||||
if (graph != null)
|
||||
UnityEditor.EditorUtility.SetDirty(graph);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
//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) {
|
||||
NanoBrain obj = EditorUtility.EntityIdToObject(instanceID) as NanoBrain;
|
||||
if (obj != null) {
|
||||
NanoBrainEditor.Open(obj);
|
||||
return true; // handled
|
||||
}
|
||||
return false; // let Unity open normally
|
||||
}
|
||||
}
|
||||
*/
|
||||
@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c57f78e25f0e55b96a50fd5592b26317
|
||||
@ -1,645 +0,0 @@
|
||||
/*
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
[CustomEditor(typeof(NanoBrain))]
|
||||
public class NanoBrainInspector : Editor {
|
||||
protected static VisualElement mainContainer;
|
||||
protected static VisualElement inspectorContainer;
|
||||
|
||||
protected bool breakOnWake = false;
|
||||
|
||||
#region Start
|
||||
|
||||
public override VisualElement CreateInspectorGUI() {
|
||||
NanoBrain brain = target as NanoBrain;
|
||||
|
||||
serializedObject.Update();
|
||||
|
||||
VisualElement root = new();
|
||||
//root.style.flexDirection = FlexDirection.Row; // 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,
|
||||
height = 450,
|
||||
}
|
||||
};
|
||||
GraphView graph = new();
|
||||
graph.style.flexGrow = 1;
|
||||
|
||||
inspectorContainer = new VisualElement {
|
||||
// name = "inspector"
|
||||
};
|
||||
|
||||
mainContainer.Add(graph);
|
||||
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)
|
||||
graph.SetGraph(null, brain, brain.output, inspectorContainer);
|
||||
else
|
||||
Debug.LogWarning(" No brain!");
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
return root;
|
||||
}
|
||||
|
||||
public class GraphView : VisualElement {
|
||||
NanoBrain brain;
|
||||
SerializedObject serializedBrain;
|
||||
INucleus currentNucleus;
|
||||
GameObject gameObject;
|
||||
private List<NeuroidLayer> layers = new();
|
||||
private readonly Dictionary<IReceptor, 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(GameObject gameObject, NanoBrain brain, Nucleus nucleus, VisualElement inspectorContainer) {
|
||||
this.gameObject = gameObject;
|
||||
this.brain = brain;
|
||||
if (Application.isPlaying == false)
|
||||
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;
|
||||
|
||||
INucleus selectedNucleus = this.currentNucleus;
|
||||
if (selectedNucleus == null)
|
||||
return;
|
||||
NeuroidLayer currentLayer = new() { ix = layerIx };
|
||||
|
||||
if (selectedNucleus.receivers != null) {
|
||||
foreach (INucleus receiver in selectedNucleus.receivers) {
|
||||
INucleus outputNeuroid = receiver;
|
||||
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($"layer {layerIx} nucleus {selectedNucleus.name}");
|
||||
|
||||
layerIx++;
|
||||
currentLayer = new() { ix = layerIx };
|
||||
|
||||
if (selectedNucleus.synapses != null) {
|
||||
foreach (Synapse synapse in selectedNucleus.synapses) {
|
||||
IReceptor input = synapse.nucleus;
|
||||
AddToLayer(currentLayer, input);
|
||||
// Debug.Log($"layer {layerIx} nucleus {input.name}");
|
||||
}
|
||||
}
|
||||
if (currentLayer.neuroids.Count > 0) {
|
||||
this.layers.Add(currentLayer);
|
||||
}
|
||||
}
|
||||
|
||||
private void AddToLayer(NeuroidLayer layer, IReceptor 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;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
if (Application.isPlaying == false)
|
||||
serializedBrain.Update();
|
||||
|
||||
Handles.BeginGUI();
|
||||
DrawGraph();
|
||||
Handles.EndGUI();
|
||||
|
||||
}
|
||||
|
||||
private void DrawGraph() {
|
||||
float size = 20;
|
||||
Vector3 position = new(150, 210, 0);
|
||||
|
||||
DrawReceivers(this.currentNucleus, position, size);
|
||||
DrawSynapses(this.currentNucleus, position, size);
|
||||
|
||||
// Draw selected Nucleus
|
||||
Handles.color = Color.white;
|
||||
Handles.DrawSolidDisc(position, Vector3.forward, size + 2);
|
||||
DrawNucleus(this.currentNucleus, position, this.currentNucleus.outputValue.magnitude, 20);
|
||||
}
|
||||
|
||||
private void DrawReceivers(INucleus nucleus, Vector3 parentPos, float size) {
|
||||
int nodeCount = nucleus.receivers.Count;
|
||||
|
||||
// Determine the maximum value in this layer
|
||||
// This is used to 'scale' the output value colors of the nuclei
|
||||
float maxValue = 0;
|
||||
foreach (INucleus receiver in nucleus.receivers) {
|
||||
if (receiver is Neuroid neuroid) {
|
||||
float value = neuroid.outputValue.magnitude;
|
||||
if (value > maxValue)
|
||||
maxValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
// Determine the spacing of the nuclei in the layer
|
||||
float spacing = 400f / nodeCount;
|
||||
float margin = 10 + spacing / 2;
|
||||
|
||||
int row = 0;
|
||||
foreach (INucleus receiver in nucleus.receivers) {
|
||||
INucleus receiverNucleus = receiver;
|
||||
if (receiverNucleus == null)
|
||||
continue;
|
||||
|
||||
Vector3 pos = new(50, margin + row * spacing, 0.0f);
|
||||
Handles.color = Color.white;
|
||||
Handles.DrawLine(parentPos, pos);
|
||||
|
||||
DrawNucleus(receiverNucleus, pos, maxValue, size);
|
||||
row++;
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawSynapses(INucleus nucleus, Vector3 parentPos, float size) {
|
||||
int nodeCount = nucleus.synapses.Count;
|
||||
|
||||
// Determine the maximum value in this layer
|
||||
// This is used to 'scale' the output value colors of the nuclei
|
||||
float maxValue = 0;
|
||||
foreach (Synapse receiver in nucleus.synapses) {
|
||||
if (receiver.nucleus is Neuroid neuroid) {
|
||||
float value = neuroid.outputValue.magnitude;
|
||||
if (value > maxValue)
|
||||
maxValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
// Determine the spacing of the nuclei in the layer
|
||||
float spacing = 400f / nodeCount;
|
||||
float margin = 10 + spacing / 2;
|
||||
|
||||
int row = 0;
|
||||
List<PercepteiArray> drawnArrays = new();
|
||||
foreach (Synapse synapse in nucleus.synapses) {
|
||||
Vector3 pos = new(250, margin + row * spacing, 0.0f);
|
||||
Handles.color = Color.white;
|
||||
Handles.DrawLine(parentPos, pos);
|
||||
// if (synapse.nucleus is Perceptoid perceptoid && perceptoid.array != null) {
|
||||
// // if (drawnArrays.Contains(perceptoid.array))
|
||||
// // // We already drawn this array
|
||||
// // continue;
|
||||
|
||||
// drawnArrays.Add(perceptoid.array);
|
||||
// DrawArray(perceptoid.array, pos, size);
|
||||
// }
|
||||
// else {
|
||||
|
||||
DrawNucleus(synapse.nucleus, pos, maxValue, size);
|
||||
row++;
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawNucleus(IReceptor nucleus, Vector3 position, float maxValue, float size) {
|
||||
if (nucleus.isSleeping)
|
||||
Handles.color = Color.darkRed;
|
||||
else {
|
||||
if (Application.isPlaying) {
|
||||
float brightness = nucleus.outputValue.magnitude / maxValue;
|
||||
Handles.color = new Color(brightness, brightness, brightness, 1f);
|
||||
}
|
||||
else
|
||||
Handles.color = Color.black;
|
||||
}
|
||||
Handles.DrawSolidDisc(position, Vector3.forward, size);
|
||||
|
||||
Handles.color = Color.white;
|
||||
// Position the label in front of the disc
|
||||
Vector3 labelPosition = position + (Vector3.forward * 0.1f);
|
||||
|
||||
GUIStyle style = new(EditorStyles.label) {
|
||||
alignment = TextAnchor.MiddleCenter,
|
||||
normal = { textColor = Color.white },
|
||||
fontStyle = FontStyle.Bold,
|
||||
};
|
||||
if (nucleus is Perceptoid perceptoid) {
|
||||
if (perceptoid.array == null || perceptoid.array.perceptei == null || perceptoid.array.perceptei.Length == 0)
|
||||
perceptoid.array = new PercepteiArray(perceptoid);
|
||||
|
||||
if (perceptoid.array.perceptei.Length > 1) {
|
||||
Handles.Label(labelPosition, perceptoid.array.perceptei.Length.ToString(), style);
|
||||
}
|
||||
}
|
||||
|
||||
style.alignment = TextAnchor.UpperCenter;
|
||||
Vector3 labelPos = position - Vector3.down * (size + 0.2f); // below disc along up axis
|
||||
Handles.Label(labelPos, nucleus.name, style);
|
||||
|
||||
Rect neuronRect = new(position.x - size, position.y - size, size * 2, size * 2);
|
||||
int id = GUIUtility.GetControlID(FocusType.Passive);
|
||||
Event e = Event.current;
|
||||
EventType et = e.GetTypeForControl(id);
|
||||
if (e != null && neuronRect.Contains(e.mousePosition)) {
|
||||
// Process Hover
|
||||
HandleMouseHover(nucleus, neuronRect);
|
||||
// Process click
|
||||
if (e.type == EventType.MouseDown && e.button == 0) {
|
||||
// Consume the event so the scene doesn't also handle it
|
||||
e.Use();
|
||||
HandleClicked(nucleus);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawArray(PercepteiArray array, Vector3 position, float size) {
|
||||
Vector3 offset = new(size / 4, size / 4, 0);
|
||||
Handles.color = Color.black;
|
||||
Handles.DrawSolidDisc(position, Vector3.forward, size);
|
||||
|
||||
GUIStyle style = new(EditorStyles.label) {
|
||||
alignment = TextAnchor.UpperCenter,
|
||||
normal = { textColor = Color.white },
|
||||
fontStyle = FontStyle.Bold
|
||||
};
|
||||
Handles.Label(position, array.perceptei.Length.ToString(), style);
|
||||
Vector3 labelPos = position - Vector3.down * (size + 0.2f); // below disc along up axis
|
||||
Handles.Label(labelPos, array.name, style);
|
||||
|
||||
// To do: add HandleClick (see above) to expand the array
|
||||
}
|
||||
|
||||
private void HandleMouseHover(IReceptor nucleus, Rect rect) {
|
||||
GUIContent tooltip;
|
||||
if (nucleus is Perceptoid perceptoid) {
|
||||
if (perceptoid.receptor != null) {
|
||||
tooltip = new(
|
||||
$"{perceptoid.name}" +
|
||||
// $"\nType {perceptoid.receptor.thingType}" +
|
||||
$" Thing {perceptoid.thingId}" +
|
||||
$"\nValue: {nucleus.outputValue}");
|
||||
}
|
||||
else {
|
||||
tooltip = new(
|
||||
$"{perceptoid.name}" +
|
||||
$"\nThing {perceptoid.thingId}" +
|
||||
$"\nValue: {nucleus.outputValue}");
|
||||
}
|
||||
}
|
||||
else if (nucleus is INucleus n) {
|
||||
tooltip = new(
|
||||
$"{nucleus.name}" +
|
||||
$"\nsynapse count {n.synapses.Count}" +
|
||||
$"\nValue: {nucleus.outputValue}");
|
||||
}
|
||||
else {
|
||||
tooltip = new(
|
||||
$"{nucleus.name}" +
|
||||
$"\nValue: {nucleus.outputValue}");
|
||||
}
|
||||
|
||||
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(IReceptor nucleus) {
|
||||
if (nucleus is INucleus n) {
|
||||
this.currentNucleus = n;
|
||||
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();
|
||||
|
||||
if (this.currentNucleus == null)
|
||||
return;
|
||||
|
||||
this.currentNucleus.name = EditorGUILayout.TextField(this.currentNucleus.name);
|
||||
if (this.currentNucleus is Perceptoid perceptoid) {
|
||||
// perceptoid.receptor.thingType = EditorGUILayout.IntField("Thing Type", perceptoid.receptor.thingType);
|
||||
|
||||
if (perceptoid.array == null || perceptoid.array.perceptei == null || perceptoid.array.perceptei.Length == 0)
|
||||
perceptoid.array = new PercepteiArray(perceptoid);
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.IntField("Array size", perceptoid.array.perceptei.Length);
|
||||
if (GUILayout.Button("Add"))
|
||||
perceptoid.array.AddPerceptoid();
|
||||
if (GUILayout.Button("Del"))
|
||||
perceptoid.array.RemovePerceptoid();
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
else if (this.currentNucleus is Neuroid neuroid) {
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Activation Curve", GUILayout.Width(150));
|
||||
if (neuroid.curveMax > 0)
|
||||
EditorGUILayout.CurveField(neuroid.curve, Color.cyan, new Rect(0, 0, 1, neuroid.curveMax));
|
||||
else
|
||||
EditorGUILayout.CurveField(neuroid.curve, Color.cyan, new Rect(0, neuroid.curveMax, 1, -neuroid.curveMax));
|
||||
neuroid.curvePreset = (Neuroid.CurvePresets)EditorGUILayout.EnumPopup(neuroid.curvePreset, GUILayout.Width(100));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
if (Application.isPlaying)
|
||||
EditorGUILayout.FloatField("Output", this.currentNucleus.outputValue.magnitude);
|
||||
else
|
||||
EditorGUILayout.LabelField(" ");
|
||||
|
||||
if (this.currentNucleus.synapses.Count > 0) {
|
||||
Synapse[] synapses = this.currentNucleus.synapses.ToArray();
|
||||
foreach (Synapse synapse in synapses) {
|
||||
if (synapse.nucleus != null) {
|
||||
EditorGUILayout.Space();
|
||||
|
||||
EditorGUI.BeginDisabledGroup(synapse.nucleus.isSleeping);
|
||||
if (Application.isPlaying)
|
||||
EditorGUILayout.FloatField(synapse.nucleus.name, synapse.nucleus.outputValue.magnitude * synapse.weight);
|
||||
else {
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(synapse.nucleus.name);
|
||||
// if (synapse.nucleus is Perceptoid perceptoid) {
|
||||
// if (perceptoid.array == null || perceptoid.array.perceptei == null || perceptoid.array.perceptei.Length == 0) {
|
||||
// perceptoid.array = new PercepteiArray(perceptoid);
|
||||
// }
|
||||
// EditorGUILayout.IntField(perceptoid.array.perceptei.Length);
|
||||
// if (GUILayout.Button("Add"))
|
||||
// perceptoid.array.AddPerceptoid();
|
||||
// }
|
||||
if (GUILayout.Button("Disconnect"))
|
||||
synapse.nucleus.RemoveReceiver(this.currentNucleus);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
EditorGUI.indentLevel++;
|
||||
synapse.weight = EditorGUILayout.FloatField("Weight", synapse.weight);
|
||||
EditorGUI.indentLevel--;
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
ConnectNucleus(this.currentNucleus);
|
||||
if (GUILayout.Button("Add Input Neuron"))
|
||||
AddInputNeuron(this.currentNucleus);
|
||||
if (GUILayout.Button("Add Input Perceptoid"))
|
||||
AddPerceptoid(this.currentNucleus);
|
||||
if (GUILayout.Button("Add Input Cluster"))
|
||||
AddCluster(this.currentNucleus);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
if (GUILayout.Button("Delete this neuron"))
|
||||
DeleteNeuron(this.currentNucleus);
|
||||
|
||||
//DisconnectNucleus(this.currentNucleus);
|
||||
|
||||
if (this.gameObject != null) {
|
||||
Vector3 worldVector = this.gameObject.transform.TransformVector(this.currentNucleus.outputValue);
|
||||
Debug.DrawRay(this.gameObject.transform.position, worldVector, Color.yellow);
|
||||
}
|
||||
});
|
||||
|
||||
inspectorContainer.Add(container);
|
||||
}
|
||||
|
||||
protected virtual void AddInputNeuron(INucleus nucleus) {
|
||||
Neuroid newNeuroid = new(this.brain.cluster, "New neuron");
|
||||
newNeuroid.AddReceiver(nucleus);
|
||||
this.currentNucleus = newNeuroid;
|
||||
BuildLayers();
|
||||
}
|
||||
|
||||
protected virtual void DeleteNeuron(INucleus nucleus) {
|
||||
if (nucleus == null)
|
||||
return;
|
||||
if (nucleus.cluster != null)
|
||||
this.currentNucleus = nucleus.cluster.output;
|
||||
foreach (INucleus receiver in nucleus.receivers) {
|
||||
if (receiver != null) {
|
||||
this.currentNucleus = receiver;
|
||||
break;
|
||||
}
|
||||
}
|
||||
Nucleus.Delete(nucleus);
|
||||
BuildLayers();
|
||||
}
|
||||
|
||||
protected virtual void AddPerceptoid(INucleus nucleus) {
|
||||
Perceptoid newPerceptoid = new(this.brain, 0, "New Perceptoid");
|
||||
newPerceptoid.AddReceiver(nucleus);
|
||||
this.currentNucleus = newPerceptoid;
|
||||
BuildLayers();
|
||||
}
|
||||
|
||||
protected virtual void AddCluster(INucleus nucleus) {
|
||||
BrainPickerWindow.ShowPicker(brain => OnClusterPicked(nucleus, brain), "Select Cluster");
|
||||
}
|
||||
|
||||
private void OnClusterPicked(INucleus nucleus, NanoBrain brain) {
|
||||
NanoBrain brainInstance = Instantiate(brain);
|
||||
brainInstance.AddReceiver(nucleus);
|
||||
}
|
||||
|
||||
protected virtual void ConnectNucleus(INucleus nucleus) {
|
||||
if (this.currentNucleus.cluster == null)
|
||||
return;
|
||||
|
||||
IEnumerable<string> synapseNuclei = this.currentNucleus.synapses.Select(synapse => synapse.nucleus.name);
|
||||
//IEnumerable<string> perceptei = this.currentNucleus.brain.perceptei.Select(i => i.name).Except(synapseNuclei);
|
||||
IEnumerable<string> nuclei = this.currentNucleus.cluster.nuclei.Select(i => i.name).Except(synapseNuclei);
|
||||
//string[] names = perceptei.Concat(nuclei).ToArray();
|
||||
string[] names = nuclei.ToArray();
|
||||
int selectedIndex = -1;
|
||||
selectedIndex = EditorGUILayout.Popup("Connect to", selectedIndex, names);
|
||||
if (selectedIndex >= 0) {
|
||||
// if (selectedIndex < perceptei.Count()) {
|
||||
// Nucleus n = this.currentNucleus.brain.perceptei[selectedIndex];
|
||||
// n.AddReceiver(this.currentNucleus);
|
||||
// }
|
||||
// else {
|
||||
// Nucleus n = this.currentNucleus.brain.nuclei[selectedIndex - perceptei.Count()];
|
||||
// n.AddReceiver(this.currentNucleus);
|
||||
// }
|
||||
INucleus n = this.currentNucleus.cluster.nuclei[selectedIndex];
|
||||
n.AddReceiver(this.currentNucleus);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void DisconnectNucleus(Nucleus nucleus) {
|
||||
if (this.currentNucleus.cluster == null)
|
||||
return;
|
||||
string[] names = this.currentNucleus.synapses.Select(synapse => synapse.nucleus.name).ToArray();
|
||||
int selectedIndex = -1;
|
||||
selectedIndex = EditorGUILayout.Popup("Disconnect from", selectedIndex, names);
|
||||
//if (selectedIndex >= 0 && selectedIndex < this.currentNucleus.brain.perceptei.Count) {
|
||||
if (selectedIndex >= 0 && selectedIndex < this.currentNucleus.cluster.nuclei.Count) {
|
||||
Synapse synapse = this.currentNucleus.synapses[selectedIndex];
|
||||
synapse.nucleus.RemoveReceiver(this.currentNucleus);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion Start
|
||||
|
||||
#region Update
|
||||
|
||||
private void UpdateLayout(float containerWidth) {
|
||||
if (containerWidth > 600f) {
|
||||
mainContainer.style.flexDirection = FlexDirection.Row;
|
||||
inspectorContainer.style.width = 300; // 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
|
||||
}
|
||||
}
|
||||
|
||||
#endregion Update
|
||||
}
|
||||
|
||||
/*
|
||||
public class NeuroidLayer {
|
||||
public int ix = 0;
|
||||
public List<INucleus> neuroids = new();
|
||||
}
|
||||
*/
|
||||
|
||||
/*
|
||||
public class GraphNodeWrapper : ScriptableObject {
|
||||
// expose fields that map to GraphNode
|
||||
//public string title;
|
||||
public Vector2 position;
|
||||
INucleus node;
|
||||
NanoBrain graph; // needed to write back and mark dirty
|
||||
|
||||
public GraphNodeWrapper Init(INucleus node, NanoBrain graphAsset) {
|
||||
this.node = node;
|
||||
this.graph = graphAsset;
|
||||
//this.title = " A " + node.name;
|
||||
//position = node.position;
|
||||
return this;
|
||||
}
|
||||
void OnValidate() {
|
||||
if (node != null) {
|
||||
//node.name = title;
|
||||
//node.position = position;
|
||||
#if UNITY_EDITOR
|
||||
if (graph != null)
|
||||
UnityEditor.EditorUtility.SetDirty(graph);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c96ad47c3d4498640b52630789e38573
|
||||
@ -3,21 +3,21 @@ using UnityEditor.UIElements;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
[CustomEditor(typeof(NanoBrainComponent))]
|
||||
[CustomEditor(typeof(NanoBrain))]
|
||||
public class NanoBrainComponent_Editor : Editor {
|
||||
protected static VisualElement mainContainer;
|
||||
protected static VisualElement inspectorContainer;
|
||||
|
||||
protected NanoBrainComponent component;
|
||||
protected NanoBrain component;
|
||||
private SerializedProperty brainProp;
|
||||
|
||||
ClusterInspector.GraphView board;
|
||||
|
||||
public void OnEnable() {
|
||||
component = target as NanoBrainComponent;
|
||||
component = target as NanoBrain;
|
||||
|
||||
if (Application.isPlaying == false)
|
||||
brainProp = serializedObject.FindProperty(nameof(NanoBrainComponent.defaultBrain));
|
||||
brainProp = serializedObject.FindProperty(nameof(NanoBrain.defaultBrain));
|
||||
|
||||
}
|
||||
|
||||
@ -1,102 +1,38 @@
|
||||
/*
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(menuName = "Passer/NanoBrain")]
|
||||
public class NanoBrain : ScriptableObject, ISerializationCallbackReceiver {
|
||||
public List<Neuroid> nuclei = new();
|
||||
public List<Perceptoid> perceptei = new();
|
||||
public List<Receptor> receptors = new();
|
||||
public class NanoBrain : MonoBehaviour {
|
||||
public ClusterPrefab defaultBrain;
|
||||
|
||||
|
||||
// This is probably always the first element in the nuclei list...
|
||||
[System.NonSerialized]
|
||||
public Nucleus output;
|
||||
public int rootId;
|
||||
|
||||
public NanoBrain() {
|
||||
// this.cluster = new();
|
||||
// this.output = new Neuroid(this.cluster, "Root");
|
||||
}
|
||||
|
||||
public Cluster cluster;
|
||||
|
||||
public void AddReceiver(INucleus receiver) {
|
||||
output.AddReceiver(receiver);
|
||||
}
|
||||
|
||||
public Neuroid AddNeuron(string name) {
|
||||
Neuroid neuroid = new(this.cluster, name);
|
||||
return neuroid;
|
||||
}
|
||||
|
||||
public void UpdateNuclei() {
|
||||
foreach (Nucleus nucleus in nuclei)
|
||||
nucleus.IncreaseAge();
|
||||
foreach (Perceptoid perception in perceptei)
|
||||
perception.IncreaseAge();
|
||||
}
|
||||
|
||||
public void OnBeforeSerialize() {
|
||||
if (output != null) {
|
||||
this.rootId = output.id;
|
||||
}
|
||||
}
|
||||
public void OnAfterDeserialize() {
|
||||
try {
|
||||
foreach (Nucleus nucleus in this.nuclei.ToArray()) {
|
||||
if (this.rootId == nucleus.id)
|
||||
this.output = nucleus;
|
||||
nucleus.Rebuild(this);
|
||||
[NonSerialized]
|
||||
private Cluster brainInstance;
|
||||
public Cluster brain {
|
||||
get {
|
||||
if (brainInstance == null && defaultBrain != null) {
|
||||
brainInstance = new Cluster(defaultBrain) {
|
||||
name = defaultBrain.name + " (Instance)"
|
||||
};
|
||||
}
|
||||
|
||||
foreach (Perceptoid perceptoid in this.perceptei.ToArray())
|
||||
perceptoid.Rebuild(this);
|
||||
SwarmControl sc = FindFirstObjectByType<SwarmControl>();
|
||||
if (sc != null) {
|
||||
UpdateWeight(brainInstance, "Containment", sc.containmentForce);
|
||||
UpdateWeight(brainInstance, "Cohesion", sc.cohesionForce);
|
||||
UpdateWeight(brainInstance, "Separation", sc.separationForce);
|
||||
UpdateWeight(brainInstance, "Alignment", sc.alignmentForce);
|
||||
}
|
||||
return brainInstance;
|
||||
}
|
||||
catch (System.Exception) { }
|
||||
if (this.cluster != null)
|
||||
this.cluster.GarbageCollection();
|
||||
}
|
||||
|
||||
|
||||
public void GarbageCollection() {
|
||||
HashSet<INucleus> visitedNuclei = new();
|
||||
MarkNuclei(visitedNuclei, this.output);
|
||||
//Debug.Log($"Garbage collection found {visitedNuclei.Count} Nuclei");
|
||||
this.nuclei.RemoveAll(nucleus => visitedNuclei.Contains(nucleus) == false);
|
||||
this.perceptei.RemoveAll(perceptoid => visitedNuclei.Contains(perceptoid) == false);
|
||||
}
|
||||
|
||||
public void MarkNuclei(HashSet<INucleus> visitedNuclei, INucleus nucleus) {
|
||||
if (nucleus is null)
|
||||
return;
|
||||
|
||||
if (nucleus.brain == null)
|
||||
nucleus.brain = this;
|
||||
|
||||
visitedNuclei.Add(nucleus);
|
||||
if (nucleus.synapses != null) {
|
||||
HashSet<Synapse> visitedSynapses = new();
|
||||
foreach (Synapse synapse in nucleus.synapses) {
|
||||
if (synapse != null && synapse.nucleus != null) {
|
||||
visitedSynapses.Add(synapse);
|
||||
MarkNuclei(visitedNuclei, synapse.nucleus);
|
||||
}
|
||||
public static void UpdateWeight(Cluster brain, string name, float weight) {
|
||||
INucleus root = brain.output;
|
||||
foreach (Synapse synapse in root.synapses) {
|
||||
if (synapse.nucleus.name == name) {
|
||||
if (synapse.weight != weight) {
|
||||
synapse.weight = weight;
|
||||
// Debug.Log($"Updated weight for {name}");
|
||||
}
|
||||
nucleus.synapses.RemoveAll(synapse => visitedSynapses.Contains(synapse) == false);
|
||||
}
|
||||
if (nucleus.receivers != null) {
|
||||
HashSet<Receiver> visitedReceivers = new();
|
||||
foreach (Receiver receiver in nucleus.receivers) {
|
||||
if (receiver != null && receiver.nucleus != null) {
|
||||
visitedReceivers.Add(receiver);
|
||||
visitedNuclei.Add(receiver.nucleus);
|
||||
}
|
||||
}
|
||||
nucleus.receivers.RemoveAll(receiver => visitedReceivers.Contains(receiver) == false);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
@ -1,2 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 36081359186edfec998d891a1feeb17b
|
||||
guid: 92f34a5e4027a1dc39efd8ce63cf6aba
|
||||
@ -1,39 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class NanoBrainComponent : MonoBehaviour {
|
||||
public ClusterPrefab defaultBrain;
|
||||
|
||||
[NonSerialized]
|
||||
private Cluster brainInstance;
|
||||
public Cluster brain {
|
||||
get {
|
||||
if (brainInstance == null && defaultBrain != null) {
|
||||
brainInstance = new Cluster(defaultBrain) {
|
||||
name = defaultBrain.name + " (Instance)"
|
||||
};
|
||||
}
|
||||
SwarmControl sc = FindFirstObjectByType<SwarmControl>();
|
||||
if (sc != null) {
|
||||
UpdateWeight(brainInstance, "Containment", sc.containmentForce);
|
||||
UpdateWeight(brainInstance, "Cohesion", sc.cohesionForce);
|
||||
UpdateWeight(brainInstance, "Separation", sc.separationForce);
|
||||
UpdateWeight(brainInstance, "Alignment", sc.alignmentForce);
|
||||
}
|
||||
return brainInstance;
|
||||
}
|
||||
}
|
||||
|
||||
public static void UpdateWeight(Cluster brain, string name, float weight) {
|
||||
INucleus root = brain.output;
|
||||
foreach (Synapse synapse in root.synapses) {
|
||||
if (synapse.nucleus.name == name) {
|
||||
if (synapse.weight != weight) {
|
||||
synapse.weight = weight;
|
||||
// Debug.Log($"Updated weight for {name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 92f34a5e4027a1dc39efd8ce63cf6aba
|
||||
Loading…
x
Reference in New Issue
Block a user