It works again (without nucleus array)
This commit is contained in:
parent
beb88f8214
commit
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@ -79,6 +79,7 @@
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<Compile Include="Assets/NanoBrain/LinearAlgebra/src/SwingTwist.cs" />
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<Compile Include="Assets/NanoBrain/LinearAlgebra/test/SphericalTest.cs" />
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<Compile Include="Assets/NanoBrain/Cluster.cs" />
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<Compile Include="Assets/NanoBrain/Synapse.cs" />
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<Compile Include="Assets/NanoBrain/LinearAlgebra/test/Vector3IntTest.cs" />
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<Compile Include="Assets/NanoBrain/Neuroid.cs" />
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<Compile Include="Assets/NanoBrain/LinearAlgebra/src/Angle.cs" />
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@ -3,28 +3,30 @@ using UnityEngine;
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[CreateAssetMenu(menuName = "Passer/Cluster")]
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public class Cluster : ScriptableObject, INucleus {
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// private string _name;
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// public new string name {
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// get { return _name; }
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// set { _name = value; }
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// }
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public Cluster cluster => this;
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public List<Nucleus> nuclei = new();
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[SerializeReference]
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public List<INucleus> nuclei = new();
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public Nucleus output => this.nuclei[0];
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public INucleus output => this.nuclei[0];
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[SerializeField]
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private readonly List<Synapse> _synapses = new(); // = inputs, compare receptors in NanoBrain
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//private readonly List<INucleus> _inputs = new();
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public List<INucleus> inputs { // = compare receptors in NanoBrain
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// for now all nuclei are inputs
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get { return this.nuclei; }
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}
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// The synapses of all inputs
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private readonly List<Synapse> _synapses = new();
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public List<Synapse> synapses => _synapses;
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// Call this function to ensure that there is at least one nucleus
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// This is an invariant and should be ensured before the nucleus is used
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// because output requires it.
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public void EnsureInitialization() {
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nuclei ??= new List<Nucleus>();
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nuclei ??= new List<INucleus>();
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if (nuclei.Count == 0)
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new Neuroid(this, "Output"); // Every cluster should have at least 1 neuroid
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}
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@ -36,12 +38,12 @@ public class Cluster : ScriptableObject, INucleus {
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public void RemoveReceiver(INucleus receiver) {
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output.RemoveReceiver(receiver);
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}
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public List<Receiver> receivers {
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public List<INucleus> receivers {
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get => output.receivers;
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}
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public void AddSynapse(INucleus sender) {
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Synapse synapse = new (sender, 1.0f);
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public void AddSynapse(IReceptor sender) {
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Synapse synapse = new(sender, 1.0f);
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synapses.Add(synapse);
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}
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@ -63,17 +65,18 @@ public class Cluster : ScriptableObject, INucleus {
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foreach (Synapse synapse in nucleus.synapses) {
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if (synapse != null && synapse.nucleus != null) {
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visitedSynapses.Add(synapse);
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MarkNuclei(visitedNuclei, synapse.nucleus);
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if (synapse.nucleus is INucleus synapse_nucleus)
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MarkNuclei(visitedNuclei, synapse_nucleus);
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}
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}
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nucleus.synapses.RemoveAll(synapse => visitedSynapses.Contains(synapse) == false);
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}
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if (nucleus.receivers != null) {
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HashSet<Receiver> visitedReceivers = new();
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foreach (Receiver receiver in nucleus.receivers) {
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if (receiver != null && receiver.nucleus != null) {
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HashSet<INucleus> visitedReceivers = new();
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foreach (INucleus receiver in nucleus.receivers) {
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if (receiver != null && receiver != null) {
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visitedReceivers.Add(receiver);
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visitedNuclei.Add(receiver.nucleus);
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visitedNuclei.Add(receiver);
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}
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}
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nucleus.receivers.RemoveAll(receiver => visitedReceivers.Contains(receiver) == false);
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@ -91,5 +94,17 @@ public class Cluster : ScriptableObject, INucleus {
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// it is not, I should take inputs from the synapses and route them to the right internal nuclei
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}
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public void UpdateNuclei() {
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foreach (INucleus nucleus in nuclei)
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nucleus.IncreaseAge();
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}
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public void IncreaseAge() {
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foreach (INucleus nucleus in nuclei)
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nucleus.IncreaseAge();
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}
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// ha ha ha
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#endregion Dynamics
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}
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@ -1,33 +1,45 @@
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using System.Collections.Generic;
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using UnityEngine;
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public interface INucleus {
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public interface INucleus : IReceptor {
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#region static struct
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public string name { get; set; }
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// Cluster
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public Cluster cluster { get; }
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// Receivers
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public List<Receiver> receivers { get; }
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public void AddReceiver(INucleus receiver);
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public void RemoveReceiver(INucleus receiverNucleus);
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// Senders
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public List<Synapse> synapses { get; }
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public void AddSynapse(INucleus sender);
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public void AddSynapse(IReceptor sender);
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#endregion static struct
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#region dynamic state
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public bool isSleeping { get; }
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public void UpdateState();
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public void IncreaseAge();
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#endregion dynamic state
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}
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public interface IReceptor {
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#region static
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public string name { get; set; }
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// Receivers
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public List<INucleus> receivers { get; }
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public void AddReceiver(INucleus receiver);
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public void RemoveReceiver(INucleus receiverNucleus);
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#endregion static
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#region dynamic
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public Vector3 outputValue { get; }
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public void UpdateState();
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public bool isSleeping { get; }
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#endregion dynamic state
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#endregion dynamic
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}
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@ -2,49 +2,8 @@ using UnityEngine;
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[System.Serializable]
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public class Neuroid : Nucleus {
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public enum CurvePresets {
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Linear,
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Power,
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Sqrt,
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Reciprocal,
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Custom
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}
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[SerializeField]
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private CurvePresets _curvePreset;
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public CurvePresets curvePreset {
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get { return _curvePreset; }
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set {
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_curvePreset = value;
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this.curve = GenerateCurve();
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}
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}
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public AnimationCurve curve;
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public float curveMax = 1.0f;
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public AnimationCurve GenerateCurve() {
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switch (this.curvePreset) {
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case CurvePresets.Linear:
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this.curveMax = 1;
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return Synapse.Presets.Linear(1);
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case CurvePresets.Power:
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this.curveMax = 1;
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return Synapse.Presets.Power(2.0f, 1);
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case CurvePresets.Sqrt:
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this.curveMax = 1;
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return Synapse.Presets.Power(0.5f, 1);
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case CurvePresets.Reciprocal:
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this.curveMax = 1 / 0.01f * 1;
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return Synapse.Presets.Reciprocal(1);
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default:
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this.curveMax = 1;
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return this.curve;
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}
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}
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public bool average = false;
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public bool inverse = false;
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public float exponent = 1.0f;
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public Neuroid(Cluster brain, string name) : base(name) {
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this.cluster = brain;
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@ -19,26 +19,65 @@ public class Nucleus : INucleus {
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private List<Synapse> _synapses = new();
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public List<Synapse> synapses => _synapses;
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[SerializeField]
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private List<Receiver> _receivers = new();
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public List<Receiver> receivers => _receivers;
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[SerializeReference]
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private List<INucleus> _receivers = new();
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public List<INucleus> receivers => _receivers;
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#region Serialization
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[SerializeField]
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protected string nucleusType;
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public enum CurvePresets {
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Linear,
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Power,
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Sqrt,
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Reciprocal,
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Custom
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}
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[SerializeField]
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private CurvePresets _curvePreset;
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public CurvePresets curvePreset {
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get { return _curvePreset; }
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set {
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_curvePreset = value;
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this.curve = GenerateCurve();
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}
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}
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public AnimationCurve curve;
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public float curveMax = 1.0f;
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public AnimationCurve GenerateCurve() {
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switch (this.curvePreset) {
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case CurvePresets.Linear:
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this.curveMax = 1;
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return Synapse.Presets.Linear(1);
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case CurvePresets.Power:
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this.curveMax = 1;
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return Synapse.Presets.Power(2.0f, 1);
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case CurvePresets.Sqrt:
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this.curveMax = 1;
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return Synapse.Presets.Power(0.5f, 1);
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case CurvePresets.Reciprocal:
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this.curveMax = 1 / 0.01f * 1;
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return Synapse.Presets.Reciprocal(1);
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default:
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this.curveMax = 1;
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return this.curve;
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}
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}
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public virtual void Rebuild(NanoBrain brain) {
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if (this.synapses != null) {
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foreach (Synapse synapse in synapses)
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synapse.Rebuild(brain);
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}
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foreach (Receiver receiver in receivers.ToArray()) {
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if (receiver.Rebuild(brain) == false) {
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Debug.Log("Rebuilding failed, removing receiver.");
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receivers.Remove(receiver);
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}
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}
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// foreach (INucleus receiver in receivers.ToArray()) {
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// if (receiver.Rebuild(brain) == false) {
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// Debug.Log("Rebuilding failed, removing receiver.");
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// receivers.Remove(receiver);
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// }
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// }
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}
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public static Nucleus RebuildType(NanoBrain brain, Nucleus nucleus) {
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@ -63,8 +102,7 @@ public class Nucleus : INucleus {
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public Cluster cluster { get; set; }
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private Vector3 _outputValue;
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public Vector3 outputValue
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{
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public Vector3 outputValue {
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get { return _outputValue; }
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set {
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this.stale = 0;
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@ -96,30 +134,33 @@ public class Nucleus : INucleus {
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}
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public virtual void AddReceiver(INucleus receivingNucleus) {
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this.receivers.Add(new Receiver(receivingNucleus));
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// this.receivers.Add(new Receiver(receivingNucleus));
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this.receivers.Add(receivingNucleus);
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//receivingNucleus.SetWeight(this, 1.0f);
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receivingNucleus.AddSynapse(this);
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}
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public void RemoveReceiver(INucleus receiverNucleus) {
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this.receivers.RemoveAll(receiver => receiver.nucleus == receiverNucleus);
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this.receivers.RemoveAll(receiver => receiver == receiverNucleus);
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receiverNucleus.synapses.RemoveAll(synapse => synapse.nucleus == this);
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}
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public static void Delete(INucleus nucleus) {
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foreach (Synapse synapse in nucleus.synapses) {
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if (synapse.nucleus.receivers.Count > 1) {
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// there is another nucleus feeding into this input nucleus
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synapse.nucleus.receivers.RemoveAll(r => r.nucleus == nucleus);
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}
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else {
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// No other links, delete it.
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Nucleus.Delete(synapse.nucleus);
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if (synapse.nucleus is Nucleus synapse_nucleus) {
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if (synapse_nucleus.receivers.Count > 1) {
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// there is another nucleus feeding into this input nucleus
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synapse_nucleus.receivers.RemoveAll(r => r == nucleus);
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}
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else {
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// No other links, delete it.
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Nucleus.Delete(synapse_nucleus);
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}
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}
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}
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foreach (Receiver receiver in nucleus.receivers) {
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if (receiver.nucleus != null && receiver.nucleus.synapses != null)
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receiver.nucleus.synapses.RemoveAll(s => s.nucleus == nucleus);
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foreach (INucleus receiver in nucleus.receivers) {
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if (receiver != null && receiver.synapses != null)
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receiver.synapses.RemoveAll(s => s.nucleus == nucleus);
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}
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if (nucleus.cluster != null) {
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@ -141,7 +182,7 @@ public class Nucleus : INucleus {
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return false;
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}
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public void AddSynapse(INucleus sendingNucleus) {
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public void AddSynapse(IReceptor sendingNucleus) {
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Synapse synapse = new(sendingNucleus, 1.0f);
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this.synapses.Add(synapse);
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}
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@ -166,146 +207,36 @@ public class Nucleus : INucleus {
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// }
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this.outputValue = result;
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foreach (Receiver receiver in this.receivers)
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receiver.nucleus.UpdateState();
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foreach (INucleus receiver in this.receivers)
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receiver.UpdateState();
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}
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}
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[Serializable]
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public class Synapse {
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[NonSerialized]
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public INucleus nucleus;
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public Cluster cluster;
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public int nucleusId;
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public float weight;
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// [Serializable]
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// public class Receiver {
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// [NonSerialized]
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// public INucleus nucleus;
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// //public int nucleusId;
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public enum CurvePresets {
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Linear,
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Power,
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Sqrt,
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Reciprocal,
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Custom
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}
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// public CurvePresets curvePreset;
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// public AnimationCurve curve;
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public float curveMax = 1.0f;
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// public Receiver(INucleus nucleus) {
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// this.nucleus = nucleus;
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// //this.nucleusId = nucleus.id;
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// }
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public Synapse(INucleus nucleus, float weight) {
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this.nucleus = nucleus;
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//this.nucleusId = nucleus.id;
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this.weight = weight;
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}
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// public bool Rebuild(NanoBrain brain) {
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// if (brain == null) {
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// return false;
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// }
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public void Rebuild(NanoBrain brain) {
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if (brain == null) {
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return;
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}
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foreach (Nucleus nucleus in brain.nuclei) {
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if (nucleus.id == this.nucleusId) {
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this.nucleus = nucleus;
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return;
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}
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}
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foreach (Perceptoid perceptoid in brain.perceptei) {
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if (perceptoid.id == this.nucleusId) {
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this.nucleus = perceptoid;
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return;
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}
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}
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Debug.LogError($"Synapse deserialization error: could not find nucleus with id {this.nucleusId}");
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}
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// public AnimationCurve GenerateCurve() {
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// switch (this.curvePreset) {
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// case CurvePresets.Linear:
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// this.curveMax = this.weight;
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// return Presets.Linear(this.weight);
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// case CurvePresets.Power:
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// this.curveMax = this.weight;
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// return Presets.Power(2.0f, this.weight);
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// case CurvePresets.Sqrt:
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// this.curveMax = this.weight;
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// return Presets.Power(0.5f, this.weight);
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// case CurvePresets.Reciprocal:
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// this.curveMax = 1 / 0.01f * this.weight;
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// return Presets.Reciprocal(this.weight);
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// default:
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// this.curveMax = weight;
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// return AnimationCurve.Constant(0, 1, weight);
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// }
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// }
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public static class Presets {
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private const int samples = 32;
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public static AnimationCurve Linear(float weight) {
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return AnimationCurve.Linear(0f, 0f, 1000f, weight * 1000);
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}
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public static AnimationCurve Power(float exponent, float weight) {
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// build keyframes
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Keyframe[] keys = new Keyframe[samples];
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for (int i = 0; i < samples; i++) {
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float t = i / (float)(samples - 1);
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float v = Mathf.Pow(t, exponent) * weight;
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keys[i] = new Keyframe(t, v);
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}
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AnimationCurve curve = new(keys);
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// set tangent modes for each key to Auto (smooth). Use Linear if you prefer straight segments.
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for (int i = 0; i < curve.length; i++) {
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AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Auto);
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AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Auto);
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}
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return curve;
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}
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public static AnimationCurve Reciprocal(float weight) {
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int samples = 128;
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float xMin = 0.001f;
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float xMax = 1;
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var keys = new Keyframe[samples];
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for (int i = 0; i < samples; i++) {
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float t = i / (float)(samples - 1);
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float x = Mathf.Lerp(xMin, xMax, t);
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float y = 1f / x * weight;
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keys[i] = new Keyframe(x, y);
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}
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var curve = new AnimationCurve(keys);
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for (int i = 0; i < curve.length; i++) {
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AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
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AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
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}
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return curve;
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}
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}
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}
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[Serializable]
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public class Receiver {
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[NonSerialized]
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public INucleus nucleus;
|
||||
//public int nucleusId;
|
||||
|
||||
public Receiver(INucleus nucleus) {
|
||||
this.nucleus = nucleus;
|
||||
//this.nucleusId = nucleus.id;
|
||||
}
|
||||
|
||||
public bool Rebuild(NanoBrain brain) {
|
||||
if (brain == null) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Use SerializedReference instead?
|
||||
// foreach (Nucleus nucleus in brain.nuclei) {
|
||||
// if (nucleus.id == this.nucleusId) {
|
||||
// this.nucleus = nucleus;
|
||||
// return true;
|
||||
// }
|
||||
// }
|
||||
//Debug.LogWarning($"Receiver deserialization error: could not find nucleus with id {this.nucleusId}");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
// // Use SerializedReference instead?
|
||||
// // foreach (Nucleus nucleus in brain.nuclei) {
|
||||
// // if (nucleus.id == this.nucleusId) {
|
||||
// // this.nucleus = nucleus;
|
||||
// // return true;
|
||||
// // }
|
||||
// // }
|
||||
// //Debug.LogWarning($"Receiver deserialization error: could not find nucleus with id {this.nucleusId}");
|
||||
// return false;
|
||||
// }
|
||||
// }
|
||||
@ -36,19 +36,19 @@ public class Perceptoid : Neuroid {
|
||||
this.receptor.thingType = perceptoid.thingType;
|
||||
|
||||
// Point all receivers to this perceptoid instead of the default nucleus
|
||||
foreach (Receiver receiver in nucleus.receivers) {
|
||||
foreach (Synapse synapse in receiver.nucleus.synapses) {
|
||||
foreach (INucleus receiver in nucleus.receivers) {
|
||||
foreach (Synapse synapse in receiver.synapses) {
|
||||
if (synapse.nucleus == nucleus)
|
||||
synapse.nucleus = this;
|
||||
}
|
||||
}
|
||||
// Point all synapses to this perceptoid instead of the default nucleus
|
||||
foreach (Synapse synapse in nucleus.synapses) {
|
||||
foreach (Receiver receiver in synapse.nucleus.receivers) {
|
||||
if (receiver.nucleus == nucleus)
|
||||
receiver.nucleus = this;
|
||||
}
|
||||
}
|
||||
// foreach (Synapse synapse in nucleus.synapses) {
|
||||
// foreach (INucleus r in synapse.nucleus.receivers) {
|
||||
// if (r == nucleus)
|
||||
// this.receiver = this;
|
||||
// }
|
||||
// }
|
||||
// Copying disabled for now
|
||||
// // Copy all the synapses
|
||||
// this.synapses = nucleus.synapses;
|
||||
|
||||
@ -2,7 +2,36 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using LinearAlgebra;
|
||||
|
||||
public class Receptor {
|
||||
public class Receptor : IReceptor {
|
||||
[SerializeField]
|
||||
protected string _name;
|
||||
public virtual string name {
|
||||
get => _name;
|
||||
set => _name = value;
|
||||
}
|
||||
|
||||
public Cluster cluster;
|
||||
//public INucleus nucleus;
|
||||
|
||||
//[SerializeField]
|
||||
[SerializeReference]
|
||||
private List<INucleus> _receivers = new();
|
||||
public List<INucleus> receivers => _receivers;
|
||||
|
||||
public virtual void AddReceiver(INucleus receivingNucleus) {
|
||||
//this.receivers.Add(new Receiver(receivingNucleus));
|
||||
this.receivers.Add(receivingNucleus);
|
||||
//receivingNucleus.SetWeight(this, 1.0f);
|
||||
receivingNucleus.AddSynapse(this);
|
||||
}
|
||||
|
||||
public void RemoveReceiver(INucleus receiverNucleus) {
|
||||
this.receivers.RemoveAll(receiver => receiver == receiverNucleus);
|
||||
receiverNucleus.synapses.RemoveAll(synapse => synapse.nucleus == this);
|
||||
}
|
||||
|
||||
public bool isSleeping => false;
|
||||
|
||||
/// <summary>
|
||||
/// The list of perceptoid which can process stimuli from this receptor
|
||||
/// </summary>
|
||||
@ -22,12 +51,26 @@ public class Receptor {
|
||||
public float distanceResolution = 0.1f;
|
||||
public float directionResolution = 5;
|
||||
|
||||
public Vector3 outputValue {
|
||||
get { return localPosition; }
|
||||
set {
|
||||
localPosition = value;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public Receptor(NanoBrain brain, int thingType) {
|
||||
this.thingType = thingType;
|
||||
//this.perceptei.Add(perceptoid);
|
||||
brain.receptors.Add(this);
|
||||
}
|
||||
|
||||
public Receptor(Cluster cluster, INucleus nucleus) {
|
||||
this.cluster = cluster;
|
||||
//nucleus.AddSynapse(this);
|
||||
this.AddReceiver(nucleus);
|
||||
}
|
||||
|
||||
public static Receptor GetReceptor(NanoBrain brain, int thingType) {
|
||||
foreach (Receptor receptor in brain.receptors) {
|
||||
if (thingType == 0 || receptor.thingType == thingType)
|
||||
@ -37,46 +80,68 @@ public class Receptor {
|
||||
return newReceptor;
|
||||
}
|
||||
|
||||
public static Receptor CreateReceptor(Cluster cluster, string nucleusName) {
|
||||
if (cluster == null)
|
||||
return null;
|
||||
|
||||
foreach (INucleus nucleus in cluster.inputs) {
|
||||
if (nucleus != null && nucleus.name == nucleusName) {
|
||||
Receptor receptor = new(cluster, nucleus);
|
||||
return receptor;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public virtual void ProcessStimulus(int thingId, Vector3 newLocalPositionVector, string thingName = null) {
|
||||
this.localPosition = newLocalPositionVector;
|
||||
|
||||
Perceptoid selectedPerceptoid = null;
|
||||
foreach (Perceptoid perceptoid in this.perceptei) {
|
||||
if (perceptoid.thingId == thingId) {
|
||||
// We found an existing perceptoid for this thing
|
||||
selectedPerceptoid = perceptoid;
|
||||
// Do not look any further
|
||||
|
||||
break;
|
||||
}
|
||||
else if (perceptoid.isSleeping) {
|
||||
// A sleeping perceptoid is not active and can therefore always be reused
|
||||
selectedPerceptoid = perceptoid;
|
||||
// Look further because we could find a existing perceptoid for this thing
|
||||
}
|
||||
|
||||
else if (selectedPerceptoid == null) {
|
||||
// If we haven't found a perceptoid yet, just start by taking the first
|
||||
selectedPerceptoid = perceptoid;
|
||||
}
|
||||
|
||||
else if (selectedPerceptoid.isSleeping == false) {
|
||||
// If no existing or sleeping perceptoid is found, we look for the perceptoid
|
||||
// we the furthest (least interesting) stimulus
|
||||
if (perceptoid.receptor.localPosition.magnitude < selectedPerceptoid.receptor.localPosition.magnitude) {
|
||||
Debug.Log($"{selectedPerceptoid.name} {selectedPerceptoid.receptor.localPosition.magnitude} {perceptoid.receptor.localPosition.magnitude} ");
|
||||
selectedPerceptoid = perceptoid;
|
||||
}
|
||||
}
|
||||
INucleus selectedReceiver = null;
|
||||
foreach (INucleus receiver in this.receivers) {
|
||||
selectedReceiver = receiver;
|
||||
}
|
||||
if (selectedPerceptoid == null) {
|
||||
Debug.Log("No perceptoid selected, stimulus is ignored");
|
||||
return;
|
||||
}
|
||||
// Debug.Log($"Stimulus {thingType} {thingId} {selectedPerceptoid.name}");
|
||||
selectedPerceptoid.thingId = thingId;
|
||||
if (thingName != null)
|
||||
selectedPerceptoid.name = selectedPerceptoid.baseName + " " + thingName;
|
||||
selectedPerceptoid.UpdateState();
|
||||
// selectedReceiver.thingId = thingId;
|
||||
// if (thingName != null)
|
||||
// selectedReceiver.nucleus.name = selectedReceiver.nucleus.baseName + " " + thingName;
|
||||
selectedReceiver.UpdateState();
|
||||
|
||||
// Perceptoid selectedPerceptoid = null;
|
||||
// foreach (Perceptoid perceptoid in this.perceptei) {
|
||||
// if (perceptoid.thingId == thingId) {
|
||||
// // We found an existing perceptoid for this thing
|
||||
// selectedPerceptoid = perceptoid;
|
||||
// // Do not look any further
|
||||
|
||||
// break;
|
||||
// }
|
||||
// else if (perceptoid.isSleeping) {
|
||||
// // A sleeping perceptoid is not active and can therefore always be reused
|
||||
// selectedPerceptoid = perceptoid;
|
||||
// // Look further because we could find a existing perceptoid for this thing
|
||||
// }
|
||||
|
||||
// else if (selectedPerceptoid == null) {
|
||||
// // If we haven't found a perceptoid yet, just start by taking the first
|
||||
// selectedPerceptoid = perceptoid;
|
||||
// }
|
||||
|
||||
// else if (selectedPerceptoid.isSleeping == false) {
|
||||
// // If no existing or sleeping perceptoid is found, we look for the perceptoid
|
||||
// // we the furthest (least interesting) stimulus
|
||||
// if (perceptoid.receptor.localPosition.magnitude < selectedPerceptoid.receptor.localPosition.magnitude) {
|
||||
// Debug.Log($"{selectedPerceptoid.name} {selectedPerceptoid.receptor.localPosition.magnitude} {perceptoid.receptor.localPosition.magnitude} ");
|
||||
// selectedPerceptoid = perceptoid;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// if (selectedPerceptoid == null) {
|
||||
// Debug.Log("No perceptoid selected, stimulus is ignored");
|
||||
// return;
|
||||
// }
|
||||
// // Debug.Log($"Stimulus {thingType} {thingId} {selectedPerceptoid.name}");
|
||||
// selectedPerceptoid.thingId = thingId;
|
||||
// if (thingName != null)
|
||||
// selectedPerceptoid.name = selectedPerceptoid.baseName + " " + thingName;
|
||||
// selectedPerceptoid.UpdateState();
|
||||
}
|
||||
}
|
||||
115
Assets/NanoBrain/Synapse.cs
Normal file
115
Assets/NanoBrain/Synapse.cs
Normal file
@ -0,0 +1,115 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
[Serializable]
|
||||
public class Synapse {
|
||||
//[NonSerialized]
|
||||
[SerializeReference]
|
||||
public IReceptor nucleus;
|
||||
[SerializeReference]
|
||||
public Cluster cluster;
|
||||
//public int nucleusId;
|
||||
public float weight;
|
||||
|
||||
public enum CurvePresets {
|
||||
Linear,
|
||||
Power,
|
||||
Sqrt,
|
||||
Reciprocal,
|
||||
Custom
|
||||
}
|
||||
// public CurvePresets curvePreset;
|
||||
// public AnimationCurve curve;
|
||||
public float curveMax = 1.0f;
|
||||
|
||||
public Synapse(IReceptor nucleus, float weight) {
|
||||
this.nucleus = nucleus;
|
||||
//this.nucleusId = nucleus.id;
|
||||
this.weight = weight;
|
||||
}
|
||||
|
||||
public void Rebuild(NanoBrain brain) {
|
||||
// if (brain == null) {
|
||||
// return;
|
||||
// }
|
||||
|
||||
// foreach (Nucleus nucleus in brain.nuclei) {
|
||||
// if (nucleus.id == this.nucleusId) {
|
||||
// this.nucleus = nucleus;
|
||||
// return;
|
||||
// }
|
||||
// }
|
||||
// foreach (Perceptoid perceptoid in brain.perceptei) {
|
||||
// if (perceptoid.id == this.nucleusId) {
|
||||
// this.nucleus = perceptoid;
|
||||
// return;
|
||||
// }
|
||||
// }
|
||||
// Debug.LogError($"Synapse deserialization error: could not find nucleus with id {this.nucleusId}");
|
||||
}
|
||||
|
||||
// public AnimationCurve GenerateCurve() {
|
||||
// switch (this.curvePreset) {
|
||||
// case CurvePresets.Linear:
|
||||
// this.curveMax = this.weight;
|
||||
// return Presets.Linear(this.weight);
|
||||
// case CurvePresets.Power:
|
||||
// this.curveMax = this.weight;
|
||||
// return Presets.Power(2.0f, this.weight);
|
||||
// case CurvePresets.Sqrt:
|
||||
// this.curveMax = this.weight;
|
||||
// return Presets.Power(0.5f, this.weight);
|
||||
// case CurvePresets.Reciprocal:
|
||||
// this.curveMax = 1 / 0.01f * this.weight;
|
||||
// return Presets.Reciprocal(this.weight);
|
||||
// default:
|
||||
// this.curveMax = weight;
|
||||
// return AnimationCurve.Constant(0, 1, weight);
|
||||
// }
|
||||
// }
|
||||
|
||||
public static class Presets {
|
||||
private const int samples = 32;
|
||||
public static AnimationCurve Linear(float weight) {
|
||||
return AnimationCurve.Linear(0f, 0f, 1000f, weight * 1000);
|
||||
}
|
||||
public static AnimationCurve Power(float exponent, float weight) {
|
||||
// build keyframes
|
||||
Keyframe[] keys = new Keyframe[samples];
|
||||
for (int i = 0; i < samples; i++) {
|
||||
float t = i / (float)(samples - 1);
|
||||
float v = Mathf.Pow(t, exponent) * weight;
|
||||
keys[i] = new Keyframe(t, v);
|
||||
}
|
||||
|
||||
AnimationCurve curve = new(keys);
|
||||
|
||||
// set tangent modes for each key to Auto (smooth). Use Linear if you prefer straight segments.
|
||||
for (int i = 0; i < curve.length; i++) {
|
||||
AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Auto);
|
||||
AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Auto);
|
||||
}
|
||||
|
||||
return curve;
|
||||
}
|
||||
public static AnimationCurve Reciprocal(float weight) {
|
||||
int samples = 128;
|
||||
float xMin = 0.001f;
|
||||
float xMax = 1;
|
||||
var keys = new Keyframe[samples];
|
||||
for (int i = 0; i < samples; i++) {
|
||||
float t = i / (float)(samples - 1);
|
||||
float x = Mathf.Lerp(xMin, xMax, t);
|
||||
float y = 1f / x * weight;
|
||||
keys[i] = new Keyframe(x, y);
|
||||
}
|
||||
var curve = new AnimationCurve(keys);
|
||||
for (int i = 0; i < curve.length; i++) {
|
||||
AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
|
||||
AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
|
||||
}
|
||||
return curve;
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/NanoBrain/Synapse.cs.meta
Normal file
2
Assets/NanoBrain/Synapse.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 334a58eafccd60cbdb32f719e9e861c6
|
||||
@ -75,7 +75,7 @@ public class ClusterInspector : Editor {
|
||||
INucleus currentNucleus;
|
||||
GameObject gameObject;
|
||||
private List<NeuroidLayer> layers = new();
|
||||
private readonly Dictionary<INucleus, Vector2Int> neuroidPositions = new();
|
||||
private readonly Dictionary<IReceptor, Vector2Int> neuroidPositions = new();
|
||||
|
||||
Vector2 pan = Vector2.zero;
|
||||
//float zoom = 1f;
|
||||
@ -101,7 +101,7 @@ public class ClusterInspector : Editor {
|
||||
RegisterCallback<MouseUpEvent>(OnMouseUp);
|
||||
}
|
||||
|
||||
public void SetGraph(GameObject gameObject, Cluster brain, Nucleus nucleus, VisualElement inspectorContainer) {
|
||||
public void SetGraph(GameObject gameObject, Cluster brain, INucleus nucleus, VisualElement inspectorContainer) {
|
||||
this.gameObject = gameObject;
|
||||
this.cluster = brain;
|
||||
if (Application.isPlaying == false)
|
||||
@ -135,8 +135,8 @@ public class ClusterInspector : Editor {
|
||||
NeuroidLayer currentLayer = new() { ix = layerIx };
|
||||
|
||||
if (selectedNucleus.receivers != null) {
|
||||
foreach (Receiver receiver in selectedNucleus.receivers) {
|
||||
INucleus outputNeuroid = receiver.nucleus;
|
||||
foreach (INucleus receiver in selectedNucleus.receivers) {
|
||||
INucleus outputNeuroid = receiver;
|
||||
if (outputNeuroid != null) {
|
||||
AddToLayer(currentLayer, outputNeuroid);
|
||||
// Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}");
|
||||
@ -158,7 +158,7 @@ public class ClusterInspector : Editor {
|
||||
|
||||
if (selectedNucleus.synapses != null) {
|
||||
foreach (Synapse synapse in selectedNucleus.synapses) {
|
||||
INucleus input = synapse.nucleus;
|
||||
IReceptor input = synapse.nucleus;
|
||||
AddToLayer(currentLayer, input);
|
||||
// Debug.Log($"layer {layerIx} nucleus {input.name}");
|
||||
}
|
||||
@ -168,7 +168,7 @@ public class ClusterInspector : Editor {
|
||||
}
|
||||
}
|
||||
|
||||
private void AddToLayer(NeuroidLayer layer, INucleus nucleus) {
|
||||
private void AddToLayer(NeuroidLayer layer, IReceptor nucleus) {
|
||||
if (nucleus == null)
|
||||
return;
|
||||
layer.neuroids.Add(nucleus);
|
||||
@ -225,8 +225,8 @@ public class ClusterInspector : Editor {
|
||||
// Determine the maximum value in this layer
|
||||
// This is used to 'scale' the output value colors of the nuclei
|
||||
float maxValue = 0;
|
||||
foreach (Receiver receiver in nucleus.receivers) {
|
||||
if (receiver.nucleus is Neuroid neuroid) {
|
||||
foreach (INucleus receiver in nucleus.receivers) {
|
||||
if (receiver is Neuroid neuroid) {
|
||||
float value = neuroid.outputValue.magnitude;
|
||||
if (value > maxValue)
|
||||
maxValue = value;
|
||||
@ -238,8 +238,8 @@ public class ClusterInspector : Editor {
|
||||
float margin = 10 + spacing / 2;
|
||||
|
||||
int row = 0;
|
||||
foreach (Receiver receiver in nucleus.receivers) {
|
||||
INucleus receiverNucleus = receiver.nucleus;
|
||||
foreach (INucleus receiver in nucleus.receivers) {
|
||||
INucleus receiverNucleus = receiver;
|
||||
if (receiverNucleus == null)
|
||||
continue;
|
||||
|
||||
@ -286,13 +286,14 @@ public class ClusterInspector : Editor {
|
||||
// }
|
||||
// else {
|
||||
|
||||
DrawNucleus(synapse.nucleus, pos, maxValue, size);
|
||||
if (synapse.nucleus != null)
|
||||
DrawNucleus(synapse.nucleus, pos, maxValue, size);
|
||||
row++;
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawNucleus(INucleus nucleus, Vector3 position, float maxValue, float size) {
|
||||
private void DrawNucleus(IReceptor nucleus, Vector3 position, float maxValue, float size) {
|
||||
if (nucleus.isSleeping)
|
||||
Handles.color = Color.darkRed;
|
||||
else {
|
||||
@ -360,7 +361,7 @@ public class ClusterInspector : Editor {
|
||||
// To do: add HandleClick (see above) to expand the array
|
||||
}
|
||||
|
||||
private void HandleMouseHover(INucleus nucleus, Rect rect) {
|
||||
private void HandleMouseHover(IReceptor nucleus, Rect rect) {
|
||||
GUIContent tooltip;
|
||||
if (nucleus is Perceptoid perceptoid) {
|
||||
if (perceptoid.receptor != null) {
|
||||
@ -377,10 +378,14 @@ public class ClusterInspector : Editor {
|
||||
$"\nValue: {nucleus.outputValue}");
|
||||
}
|
||||
}
|
||||
else {
|
||||
else if (nucleus is INucleus n) {
|
||||
tooltip = new(
|
||||
$"{nucleus.name}" +
|
||||
$"\nsynapse count {n.synapses.Count}" +
|
||||
$"\nValue: {nucleus.outputValue}");
|
||||
} else {
|
||||
tooltip = new(
|
||||
$"{nucleus.name}" +
|
||||
$"\nsynapse count {nucleus.synapses.Count}" +
|
||||
$"\nValue: {nucleus.outputValue}");
|
||||
}
|
||||
|
||||
@ -393,9 +398,11 @@ public class ClusterInspector : Editor {
|
||||
GUI.Box(tooltipRect, tooltip);
|
||||
}
|
||||
|
||||
private void HandleClicked(INucleus nucleus) {
|
||||
this.currentNucleus = nucleus;
|
||||
private void HandleClicked(IReceptor nucleus) {
|
||||
if (nucleus is INucleus n) {
|
||||
this.currentNucleus = n;
|
||||
BuildLayers();
|
||||
}
|
||||
}
|
||||
|
||||
void DrawInspector(VisualElement inspectorContainer) {
|
||||
@ -430,7 +437,7 @@ public class ClusterInspector : Editor {
|
||||
perceptoid.array.RemovePerceptoid();
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
else if (this.currentNucleus is Neuroid neuroid) {
|
||||
else if (this.currentNucleus is Nucleus neuroid) {
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Activation Curve", GUILayout.Width(150));
|
||||
if (neuroid.curveMax > 0)
|
||||
@ -517,9 +524,9 @@ public class ClusterInspector : Editor {
|
||||
return;
|
||||
if (nucleus.cluster != null)
|
||||
this.currentNucleus = nucleus.cluster.output;
|
||||
foreach (Receiver receiver in nucleus.receivers) {
|
||||
if (receiver.nucleus != null) {
|
||||
this.currentNucleus = receiver.nucleus;
|
||||
foreach (INucleus receiver in nucleus.receivers) {
|
||||
if (receiver != null) {
|
||||
this.currentNucleus = receiver;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -548,7 +555,7 @@ public class ClusterInspector : Editor {
|
||||
if (cluster == null)
|
||||
return;
|
||||
|
||||
IEnumerable<string> synapseNuclei = this.currentNucleus.synapses.Select(synapse => synapse.nucleus.name);
|
||||
IEnumerable<string> synapseNuclei = this.currentNucleus.synapses.Select(synapse => synapse.nucleus != null ? synapse.nucleus.name: "");
|
||||
//IEnumerable<string> perceptei = this.currentNucleus.brain.perceptei.Select(i => i.name).Except(synapseNuclei);
|
||||
IEnumerable<string> nuclei = cluster.nuclei.Select(i => i.name).Except(synapseNuclei);
|
||||
//string[] names = perceptei.Concat(nuclei).ToArray();
|
||||
@ -564,7 +571,7 @@ public class ClusterInspector : Editor {
|
||||
// Nucleus n = this.currentNucleus.brain.nuclei[selectedIndex - perceptei.Count()];
|
||||
// n.AddReceiver(this.currentNucleus);
|
||||
// }
|
||||
Nucleus n = cluster.nuclei[selectedIndex];
|
||||
INucleus n = cluster.nuclei[selectedIndex];
|
||||
n.AddReceiver(this.currentNucleus);
|
||||
}
|
||||
}
|
||||
@ -606,7 +613,7 @@ public class ClusterInspector : Editor {
|
||||
|
||||
public class NeuroidLayer {
|
||||
public int ix = 0;
|
||||
public List<INucleus> neuroids = new();
|
||||
public List<IReceptor> neuroids = new();
|
||||
}
|
||||
|
||||
public class ClusterWrapper : ScriptableObject {
|
||||
|
||||
@ -20,7 +20,7 @@ public class NanoBrainComponent_Editor : Editor {
|
||||
|
||||
public override VisualElement CreateInspectorGUI() {
|
||||
//NanoBrainComponent component = target as NanoBrainComponent;
|
||||
NanoBrain brain = Application.isPlaying ? component.brain : component.defaultBrain;
|
||||
Cluster brain = Application.isPlaying ? component.brain : component.defaultBrain;
|
||||
|
||||
if (Application.isPlaying == false)
|
||||
serializedObject.Update();
|
||||
@ -52,8 +52,8 @@ public class NanoBrainComponent_Editor : Editor {
|
||||
minHeight = 500,
|
||||
}
|
||||
};
|
||||
NanoBrainInspector.GraphView board;
|
||||
board = new NanoBrainInspector.GraphView();
|
||||
ClusterInspector.GraphView board;
|
||||
board = new ClusterInspector.GraphView();
|
||||
board.style.flexGrow = 1;
|
||||
|
||||
inspectorContainer = new VisualElement {
|
||||
|
||||
@ -73,7 +73,7 @@ public class NanoBrainInspector : Editor {
|
||||
INucleus currentNucleus;
|
||||
GameObject gameObject;
|
||||
private List<NeuroidLayer> layers = new();
|
||||
private readonly Dictionary<INucleus, Vector2Int> neuroidPositions = new();
|
||||
private readonly Dictionary<IReceptor, Vector2Int> neuroidPositions = new();
|
||||
|
||||
Vector2 pan = Vector2.zero;
|
||||
//float zoom = 1f;
|
||||
@ -133,8 +133,8 @@ public class NanoBrainInspector : Editor {
|
||||
NeuroidLayer currentLayer = new() { ix = layerIx };
|
||||
|
||||
if (selectedNucleus.receivers != null) {
|
||||
foreach (Receiver receiver in selectedNucleus.receivers) {
|
||||
INucleus outputNeuroid = receiver.nucleus;
|
||||
foreach (INucleus receiver in selectedNucleus.receivers) {
|
||||
INucleus outputNeuroid = receiver;
|
||||
if (outputNeuroid != null) {
|
||||
AddToLayer(currentLayer, outputNeuroid);
|
||||
// Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}");
|
||||
@ -156,7 +156,7 @@ public class NanoBrainInspector : Editor {
|
||||
|
||||
if (selectedNucleus.synapses != null) {
|
||||
foreach (Synapse synapse in selectedNucleus.synapses) {
|
||||
INucleus input = synapse.nucleus;
|
||||
IReceptor input = synapse.nucleus;
|
||||
AddToLayer(currentLayer, input);
|
||||
// Debug.Log($"layer {layerIx} nucleus {input.name}");
|
||||
}
|
||||
@ -166,7 +166,7 @@ public class NanoBrainInspector : Editor {
|
||||
}
|
||||
}
|
||||
|
||||
private void AddToLayer(NeuroidLayer layer, INucleus nucleus) {
|
||||
private void AddToLayer(NeuroidLayer layer, IReceptor nucleus) {
|
||||
if (nucleus == null)
|
||||
return;
|
||||
layer.neuroids.Add(nucleus);
|
||||
@ -223,8 +223,8 @@ public class NanoBrainInspector : Editor {
|
||||
// Determine the maximum value in this layer
|
||||
// This is used to 'scale' the output value colors of the nuclei
|
||||
float maxValue = 0;
|
||||
foreach (Receiver receiver in nucleus.receivers) {
|
||||
if (receiver.nucleus is Neuroid neuroid) {
|
||||
foreach (INucleus receiver in nucleus.receivers) {
|
||||
if (receiver is Neuroid neuroid) {
|
||||
float value = neuroid.outputValue.magnitude;
|
||||
if (value > maxValue)
|
||||
maxValue = value;
|
||||
@ -236,8 +236,8 @@ public class NanoBrainInspector : Editor {
|
||||
float margin = 10 + spacing / 2;
|
||||
|
||||
int row = 0;
|
||||
foreach (Receiver receiver in nucleus.receivers) {
|
||||
INucleus receiverNucleus = receiver.nucleus;
|
||||
foreach (INucleus receiver in nucleus.receivers) {
|
||||
INucleus receiverNucleus = receiver;
|
||||
if (receiverNucleus == null)
|
||||
continue;
|
||||
|
||||
@ -290,7 +290,7 @@ public class NanoBrainInspector : Editor {
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawNucleus(INucleus nucleus, Vector3 position, float maxValue, float size) {
|
||||
private void DrawNucleus(IReceptor nucleus, Vector3 position, float maxValue, float size) {
|
||||
if (nucleus.isSleeping)
|
||||
Handles.color = Color.darkRed;
|
||||
else {
|
||||
@ -358,7 +358,7 @@ public class NanoBrainInspector : Editor {
|
||||
// To do: add HandleClick (see above) to expand the array
|
||||
}
|
||||
|
||||
private void HandleMouseHover(INucleus nucleus, Rect rect) {
|
||||
private void HandleMouseHover(IReceptor nucleus, Rect rect) {
|
||||
GUIContent tooltip;
|
||||
if (nucleus is Perceptoid perceptoid) {
|
||||
if (perceptoid.receptor != null) {
|
||||
@ -375,10 +375,15 @@ public class NanoBrainInspector : Editor {
|
||||
$"\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}" +
|
||||
$"\nsynapse count {nucleus.synapses.Count}" +
|
||||
$"\nValue: {nucleus.outputValue}");
|
||||
}
|
||||
|
||||
@ -391,9 +396,11 @@ public class NanoBrainInspector : Editor {
|
||||
GUI.Box(tooltipRect, tooltip);
|
||||
}
|
||||
|
||||
private void HandleClicked(INucleus nucleus) {
|
||||
this.currentNucleus = nucleus;
|
||||
BuildLayers();
|
||||
private void HandleClicked(IReceptor nucleus) {
|
||||
if (nucleus is INucleus n) {
|
||||
this.currentNucleus = n;
|
||||
BuildLayers();
|
||||
}
|
||||
}
|
||||
|
||||
void DrawInspector(VisualElement inspectorContainer) {
|
||||
@ -515,9 +522,9 @@ public class NanoBrainInspector : Editor {
|
||||
return;
|
||||
if (nucleus.cluster != null)
|
||||
this.currentNucleus = nucleus.cluster.output;
|
||||
foreach (Receiver receiver in nucleus.receivers) {
|
||||
if (receiver.nucleus != null) {
|
||||
this.currentNucleus = receiver.nucleus;
|
||||
foreach (INucleus receiver in nucleus.receivers) {
|
||||
if (receiver != null) {
|
||||
this.currentNucleus = receiver;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -561,8 +568,8 @@ public class NanoBrainInspector : Editor {
|
||||
// Nucleus n = this.currentNucleus.brain.nuclei[selectedIndex - perceptei.Count()];
|
||||
// n.AddReceiver(this.currentNucleus);
|
||||
// }
|
||||
Nucleus n = this.currentNucleus.cluster.nuclei[selectedIndex];
|
||||
n.AddReceiver(this.currentNucleus);
|
||||
INucleus n = this.currentNucleus.cluster.nuclei[selectedIndex];
|
||||
n.AddReceiver(this.currentNucleus);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -17,7 +17,7 @@ public class NanoBrain : ScriptableObject, ISerializationCallbackReceiver {
|
||||
public NanoBrain() {
|
||||
// this.cluster = new();
|
||||
// this.output = new Neuroid(this.cluster, "Root");
|
||||
}
|
||||
}
|
||||
|
||||
public Cluster cluster;
|
||||
|
||||
@ -38,7 +38,9 @@ public class NanoBrain : ScriptableObject, ISerializationCallbackReceiver {
|
||||
}
|
||||
|
||||
public void OnBeforeSerialize() {
|
||||
this.rootId = output.id;
|
||||
if (output != null) {
|
||||
this.rootId = output.id;
|
||||
}
|
||||
}
|
||||
public void OnAfterDeserialize() {
|
||||
try {
|
||||
|
||||
@ -1,11 +1,11 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class NanoBrainComponent : MonoBehaviour {
|
||||
public NanoBrain defaultBrain;
|
||||
private NanoBrain brainInstance;
|
||||
public Cluster defaultBrain;
|
||||
private Cluster brainInstance;
|
||||
|
||||
public Nucleus root => brainInstance.output;
|
||||
public NanoBrain brain {
|
||||
public INucleus root => brainInstance.output;
|
||||
public Cluster brain {
|
||||
get {
|
||||
if (brainInstance == null && defaultBrain != null) {
|
||||
brainInstance = Instantiate(defaultBrain);
|
||||
@ -21,8 +21,8 @@ public class NanoBrainComponent : MonoBehaviour {
|
||||
}
|
||||
}
|
||||
|
||||
public static void UpdateWeight(NanoBrain brain, string name, float weight) {
|
||||
Nucleus root = brain.output;
|
||||
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) {
|
||||
synapse.weight = weight;
|
||||
|
||||
@ -1,20 +0,0 @@
|
||||
%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: New Cluster
|
||||
m_EditorClassIdentifier: Assembly-CSharp::Cluster
|
||||
nuclei:
|
||||
- id: 764290112
|
||||
_name: Output
|
||||
_synapses: []
|
||||
_receivers: []
|
||||
nucleusType:
|
||||
100
Assets/Scenes/Boids/NewSwarm.asset
Normal file
100
Assets/Scenes/Boids/NewSwarm.asset
Normal file
@ -0,0 +1,100 @@
|
||||
%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: NewSwarm
|
||||
m_EditorClassIdentifier: Assembly-CSharp::Cluster
|
||||
nuclei:
|
||||
- rid: 2243601034565648442
|
||||
- rid: 2243601034565648443
|
||||
references:
|
||||
version: 2
|
||||
RefIds:
|
||||
- rid: 2243601034565648442
|
||||
type: {class: Neuroid, ns: , asm: Assembly-CSharp}
|
||||
data:
|
||||
id: 322343360
|
||||
_name: Output
|
||||
_synapses:
|
||||
- nucleus:
|
||||
rid: 2243601034565648443
|
||||
cluster: {fileID: 0}
|
||||
weight: 1
|
||||
curveMax: 1
|
||||
_receivers: []
|
||||
nucleusType:
|
||||
_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
|
||||
inverse: 0
|
||||
exponent: 1
|
||||
- rid: 2243601034565648443
|
||||
type: {class: Neuroid, ns: , asm: Assembly-CSharp}
|
||||
data:
|
||||
id: -1924138416
|
||||
_name: Avoidance
|
||||
_synapses: []
|
||||
_receivers:
|
||||
- rid: 2243601034565648442
|
||||
nucleusType:
|
||||
_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
|
||||
inverse: 0
|
||||
exponent: 1
|
||||
@ -179,4 +179,4 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 92f34a5e4027a1dc39efd8ce63cf6aba, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier: Assembly-CSharp::NanoBrainComponent
|
||||
defaultBrain: {fileID: 11400000, guid: fc1a4800a8c531eb4855b436bc9084ae, type: 2}
|
||||
defaultBrain: {fileID: 11400000, guid: eddc759ede59e66cd936ad6ae2c55c46, type: 2}
|
||||
|
||||
@ -1,104 +1,109 @@
|
||||
using UnityEngine;
|
||||
|
||||
//[RequireComponent(typeof(NanoBrain))]
|
||||
[RequireComponent(typeof(NanoBrainComponent))]
|
||||
public class Boid : MonoBehaviour {
|
||||
public static int BoundaryType = 1;
|
||||
public static int BoidType = 2;
|
||||
public static int BoidVelocityType =3;
|
||||
|
||||
public SwarmControl sc;
|
||||
public Vector3 velocity = Vector3.zero;
|
||||
public Vector3 acceleration = Vector3.zero;
|
||||
|
||||
private Bounds innerBounds;
|
||||
|
||||
public NanoBrainComponent nanoBrain;
|
||||
public Receptor boundaryReceptor;
|
||||
public Receptor boidReceptor;
|
||||
public Receptor boidVelocityReceptor;
|
||||
|
||||
public int id;
|
||||
|
||||
public Material red;
|
||||
public Material gray;
|
||||
|
||||
void Awake() {
|
||||
this.id = this.GetInstanceID();
|
||||
|
||||
nanoBrain = GetComponent<NanoBrainComponent>();
|
||||
boundaryReceptor = Receptor.GetReceptor(nanoBrain.brain, BoundaryType);
|
||||
boidReceptor = Receptor.GetReceptor(nanoBrain.brain, BoidType);
|
||||
boidVelocityReceptor = Receptor.GetReceptor(nanoBrain.brain, BoidVelocityType);
|
||||
|
||||
sc = FindFirstObjectByType<SwarmControl>();
|
||||
|
||||
innerBounds = new(sc.transform.position, sc.spaceSize - 2 * sc.boundaryWidth);
|
||||
}
|
||||
|
||||
void Update() {
|
||||
Collider[] results = Physics.OverlapSphere(this.transform.position, sc.perceptionDistance);
|
||||
foreach (Collider c in results) {
|
||||
if (c as CapsuleCollider != null) {
|
||||
Boid neighbour = c.GetComponentInParent<Boid>();
|
||||
if (neighbour == null || neighbour == this)
|
||||
continue;
|
||||
|
||||
int thingId = neighbour.GetInstanceID();
|
||||
|
||||
Vector3 localPosition = this.transform.InverseTransformPoint(neighbour.transform.position);
|
||||
float d = localPosition.magnitude;
|
||||
if (d <= sc.separationDistance)
|
||||
localPosition = localPosition.normalized * 0.01f;
|
||||
else
|
||||
localPosition = localPosition.normalized * (localPosition.magnitude - sc.separationDistance);
|
||||
if (localPosition.sqrMagnitude > 0)
|
||||
boidReceptor?.ProcessStimulus(thingId, localPosition, neighbour.name);
|
||||
|
||||
Vector3 localVelocity = this.transform.InverseTransformVector(neighbour.velocity);
|
||||
if (localVelocity.sqrMagnitude > 0)
|
||||
boidVelocityReceptor?.ProcessStimulus(thingId, localVelocity);
|
||||
}
|
||||
}
|
||||
|
||||
if (!innerBounds.Contains(this.transform.position)) {
|
||||
Vector3 point = this.transform.position;
|
||||
Vector3 pointOnBounds = innerBounds.ClosestPoint(point);
|
||||
Vector3 desiredWorldSpace = (pointOnBounds - point).normalized * sc.speed;
|
||||
Vector3 desiredLocalSpace = -this.transform.InverseTransformPoint(desiredWorldSpace);
|
||||
boundaryReceptor.ProcessStimulus(777, desiredLocalSpace);
|
||||
}
|
||||
|
||||
Vector3 worldForce = this.transform.TransformDirection(nanoBrain.root.outputValue);
|
||||
|
||||
this.velocity = (1 - sc.inertia) * (worldForce * Time.deltaTime) + sc.inertia * velocity;
|
||||
if (this.velocity.magnitude > 0)
|
||||
this.velocity = this.velocity.normalized * sc.speed;
|
||||
else
|
||||
this.velocity = this.transform.forward * sc.speed;
|
||||
//Debug.DrawRay(this.transform.position, this.velocity, Color.blue);
|
||||
|
||||
this.transform.position += this.velocity * Time.deltaTime;
|
||||
|
||||
if (this.velocity != Vector3.zero) {
|
||||
Quaternion targetRotation = Quaternion.LookRotation(this.velocity);
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * 5f); // Adjust the speed of rotation
|
||||
}
|
||||
|
||||
nanoBrain.brain.UpdateNuclei();
|
||||
|
||||
// Renderer renderer = GetComponentInChildren<Renderer>();
|
||||
// results = Physics.OverlapSphere(this.transform.position, 0.1f);
|
||||
// if (results.Length > 1) {
|
||||
// // string s= this.name;
|
||||
// // foreach (Collider c in results)
|
||||
// // s += " " + c.transform.parent.gameObject.name;
|
||||
// // Debug.Log(s);
|
||||
// renderer.sharedMaterial = red;
|
||||
// }
|
||||
// else {
|
||||
// renderer.sharedMaterial = gray;
|
||||
// }
|
||||
}
|
||||
|
||||
}
|
||||
using UnityEngine;
|
||||
|
||||
//[RequireComponent(typeof(NanoBrain))]
|
||||
[RequireComponent(typeof(NanoBrainComponent))]
|
||||
public class Boid : MonoBehaviour {
|
||||
public static int BoundaryType = 1;
|
||||
public static int BoidType = 2;
|
||||
public static int BoidVelocityType =3;
|
||||
|
||||
public SwarmControl sc;
|
||||
public Vector3 velocity = Vector3.zero;
|
||||
public Vector3 acceleration = Vector3.zero;
|
||||
|
||||
private Bounds innerBounds;
|
||||
|
||||
public NanoBrainComponent nanoBrain;
|
||||
public Receptor boundaryReceptor;
|
||||
public Receptor boidReceptor;
|
||||
public Receptor boidVelocityReceptor;
|
||||
|
||||
public int id;
|
||||
|
||||
public Material red;
|
||||
public Material gray;
|
||||
|
||||
void Awake() {
|
||||
this.id = this.GetInstanceID();
|
||||
|
||||
nanoBrain = GetComponent<NanoBrainComponent>();
|
||||
// boundaryReceptor = Receptor.GetReceptor(nanoBrain.brain, BoundaryType);
|
||||
// boidReceptor = Receptor.GetReceptor(nanoBrain.brain, BoidType);
|
||||
// boidVelocityReceptor = Receptor.GetReceptor(nanoBrain.brain, BoidVelocityType);
|
||||
boundaryReceptor = Receptor.CreateReceptor(nanoBrain.brain, "Avoidance");
|
||||
boundaryReceptor.name = "Boundary";
|
||||
boundaryReceptor.receivers[0].synapses[0].weight = -1;
|
||||
boidReceptor = Receptor.CreateReceptor(nanoBrain.brain, "Boid");
|
||||
boidVelocityReceptor = Receptor.CreateReceptor(nanoBrain.brain, "Alignment");
|
||||
|
||||
sc = FindFirstObjectByType<SwarmControl>();
|
||||
|
||||
innerBounds = new(sc.transform.position, sc.spaceSize - 2 * sc.boundaryWidth);
|
||||
}
|
||||
|
||||
void Update() {
|
||||
Collider[] results = Physics.OverlapSphere(this.transform.position, sc.perceptionDistance);
|
||||
foreach (Collider c in results) {
|
||||
if (c as CapsuleCollider != null) {
|
||||
Boid neighbour = c.GetComponentInParent<Boid>();
|
||||
if (neighbour == null || neighbour == this)
|
||||
continue;
|
||||
|
||||
int thingId = neighbour.GetInstanceID();
|
||||
|
||||
Vector3 localPosition = this.transform.InverseTransformPoint(neighbour.transform.position);
|
||||
float d = localPosition.magnitude;
|
||||
if (d <= sc.separationDistance)
|
||||
localPosition = localPosition.normalized * 0.01f;
|
||||
else
|
||||
localPosition = localPosition.normalized * (localPosition.magnitude - sc.separationDistance);
|
||||
if (localPosition.sqrMagnitude > 0)
|
||||
boidReceptor?.ProcessStimulus(thingId, localPosition, neighbour.name);
|
||||
|
||||
Vector3 localVelocity = this.transform.InverseTransformVector(neighbour.velocity);
|
||||
if (localVelocity.sqrMagnitude > 0)
|
||||
boidVelocityReceptor?.ProcessStimulus(thingId, localVelocity);
|
||||
}
|
||||
}
|
||||
|
||||
if (!innerBounds.Contains(this.transform.position)) {
|
||||
Vector3 point = this.transform.position;
|
||||
Vector3 pointOnBounds = innerBounds.ClosestPoint(point);
|
||||
Vector3 desiredWorldSpace = (pointOnBounds - point).normalized * sc.speed;
|
||||
Vector3 desiredLocalSpace = -this.transform.InverseTransformPoint(desiredWorldSpace);
|
||||
boundaryReceptor.ProcessStimulus(777, desiredLocalSpace);
|
||||
}
|
||||
|
||||
Vector3 worldForce = this.transform.TransformDirection(nanoBrain.root.outputValue);
|
||||
|
||||
this.velocity = (1 - sc.inertia) * (worldForce * Time.deltaTime) + sc.inertia * velocity;
|
||||
if (this.velocity.magnitude > 0)
|
||||
this.velocity = this.velocity.normalized * sc.speed;
|
||||
else
|
||||
this.velocity = this.transform.forward * sc.speed;
|
||||
//Debug.DrawRay(this.transform.position, this.velocity, Color.blue);
|
||||
|
||||
this.transform.position += this.velocity * Time.deltaTime;
|
||||
|
||||
if (this.velocity != Vector3.zero) {
|
||||
Quaternion targetRotation = Quaternion.LookRotation(this.velocity);
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * 5f); // Adjust the speed of rotation
|
||||
}
|
||||
|
||||
nanoBrain.brain.UpdateNuclei();
|
||||
|
||||
// Renderer renderer = GetComponentInChildren<Renderer>();
|
||||
// results = Physics.OverlapSphere(this.transform.position, 0.1f);
|
||||
// if (results.Length > 1) {
|
||||
// // string s= this.name;
|
||||
// // foreach (Collider c in results)
|
||||
// // s += " " + c.transform.parent.gameObject.name;
|
||||
// // Debug.Log(s);
|
||||
// renderer.sharedMaterial = red;
|
||||
// }
|
||||
// else {
|
||||
// renderer.sharedMaterial = gray;
|
||||
// }
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,33 +1,33 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
[CustomEditor(typeof(SwarmControl))]
|
||||
public class SwarmControl_Editor : Editor {
|
||||
public override void OnInspectorGUI() {
|
||||
EditorGUI.BeginChangeCheck();
|
||||
|
||||
DrawDefaultInspector();
|
||||
|
||||
if (EditorGUI.EndChangeCheck()) {
|
||||
SwarmControl swarmControl = (SwarmControl)target;
|
||||
NanoBrain[] nanoBrains = FindObjectsByType<NanoBrain>(FindObjectsSortMode.None);
|
||||
|
||||
foreach (NanoBrain brain in nanoBrains) {
|
||||
NanoBrainComponent.UpdateWeight(brain, "Avoidance", swarmControl.avoidanceForce);
|
||||
NanoBrainComponent.UpdateWeight(brain, "Cohesion", swarmControl.cohesionForce);
|
||||
NanoBrainComponent.UpdateWeight(brain, "Separation", swarmControl.separationForce);
|
||||
NanoBrainComponent.UpdateWeight(brain, "Alignment", swarmControl.alignmentForce);
|
||||
}
|
||||
Debug.Log("Updated weights");
|
||||
}
|
||||
}
|
||||
|
||||
// protected void UpdateWeight(NanoBrain brain, string name, float weight) {
|
||||
// Nucleus root = brain.root;
|
||||
// foreach (Synapse synapse in root.synapses) {
|
||||
// if (synapse.nucleus.name == name) {
|
||||
// synapse.weight = weight;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
[CustomEditor(typeof(SwarmControl))]
|
||||
public class SwarmControl_Editor : Editor {
|
||||
public override void OnInspectorGUI() {
|
||||
EditorGUI.BeginChangeCheck();
|
||||
|
||||
DrawDefaultInspector();
|
||||
|
||||
if (EditorGUI.EndChangeCheck()) {
|
||||
SwarmControl swarmControl = (SwarmControl)target;
|
||||
Cluster[] nanoBrains = FindObjectsByType<Cluster>(FindObjectsSortMode.None);
|
||||
|
||||
foreach (Cluster brain in nanoBrains) {
|
||||
NanoBrainComponent.UpdateWeight(brain, "Avoidance", swarmControl.avoidanceForce);
|
||||
NanoBrainComponent.UpdateWeight(brain, "Cohesion", swarmControl.cohesionForce);
|
||||
NanoBrainComponent.UpdateWeight(brain, "Separation", swarmControl.separationForce);
|
||||
NanoBrainComponent.UpdateWeight(brain, "Alignment", swarmControl.alignmentForce);
|
||||
}
|
||||
Debug.Log("Updated weights");
|
||||
}
|
||||
}
|
||||
|
||||
// protected void UpdateWeight(NanoBrain brain, string name, float weight) {
|
||||
// Nucleus root = brain.root;
|
||||
// foreach (Synapse synapse in root.synapses) {
|
||||
// if (synapse.nucleus.name == name) {
|
||||
// synapse.weight = weight;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
}
|
||||
@ -7478,8 +7478,8 @@ MonoBehaviour:
|
||||
array:
|
||||
rid: -2
|
||||
thingType: 3
|
||||
cluster: {fileID: 0}
|
||||
rootId: -1707533328
|
||||
cluster: {fileID: 0}
|
||||
references:
|
||||
version: 2
|
||||
RefIds:
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user