Initial commit from NanoBrain-Unity
This commit is contained in:
commit
a64ff841ac
259
Cluster.cs
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259
Cluster.cs
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@ -0,0 +1,259 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[System.Serializable]
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public class Cluster : INucleus {
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// The ScriptableObject asset from which the runtime object has been created
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public readonly ClusterPrefab prefab;
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public ClusterPrefab cluster { get; set; }
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[SerializeField]
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protected string _name;
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public virtual string name {
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get => _name;
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set => _name = value;
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}
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// Hmm, a cluster instance can never be part of a scriptable object...(Cluster)
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public Cluster(ClusterPrefab parent, ClusterPrefab prefab) {
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this.prefab = prefab;
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this.cluster = parent;
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if (this.cluster != null)
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this.cluster.nuclei.Add(this);
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// foreach (IReceptor nucleus in this.prefab.nuclei) {
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// IReceptor clone = nucleus.CloneTo(null);
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// this.dynamicNuclei.Add(clone);
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// }
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}
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public virtual IReceptor Clone() {
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Neuron clone = new(this.cluster, this.name) {
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array = this.array,
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};
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foreach (Synapse synapse in this.synapses) {
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Synapse clonedSynapse = clone.AddSynapse(synapse.nucleus);
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clonedSynapse.weight = synapse.weight;
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}
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foreach (INucleus receiver in this.receivers) {
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clone.AddReceiver(receiver);
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}
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return clone;
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}
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// Not sure if this belongs here...
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[SerializeReference]
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private NucleusArray _array;
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public NucleusArray array {
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get { return _array; }
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set { _array = value; }
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}
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#region Synapses
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// class ClusterSynapse : Synapse {
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// public IReceptor receptor;
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// public ClusterSynapse(IReceptor nucleus, INucleus receptor, float weight = 1.0f) : base(nucleus, weight) {
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// this.receptor = receptor;
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// }
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// }
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[SerializeField]
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private List<Synapse> _synapses = new();
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public List<Synapse> synapses => _synapses;
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public Synapse AddSynapse(IReceptor sendingNucleus) {
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Synapse synapse = new(sendingNucleus); //, this.prefab.inputs[0]);
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this._synapses.Add(synapse);
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return synapse;
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// else {
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// INucleus receptor = (INucleus)this.prefab.nuclei.Find(nucleus => nucleus is INucleus n && nucleus.name == nucleusName);
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// ClusterSynapse synapse = new(sendingNucleus, receptor);
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// receptor.AddSynapse(sendingNucleus);
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// }
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// // Add synapse to which neuron?
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// return null;
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}
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// Does this even exist already?
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public void RemoveSynapse() {
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}
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#endregion Synapses
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#region Receivers
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[SerializeReference]
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private List<INucleus> _receivers = new();
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public List<INucleus> receivers {
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get { return _receivers; }
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set { _receivers = value; }
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}
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public virtual void AddReceiver(INucleus receivingNucleus) {
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this._receivers.Add(receivingNucleus);
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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 == receiverNucleus);
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receiverNucleus.synapses.RemoveAll(synapse => synapse.nucleus == this);
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}
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// public void AddReceiver(INucleus receivingNucleus) {
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// int newLength = this._receivers.Count + 1;
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// INucleus[] newReceivers = new INucleus[newLength];
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// // Copy the existing receivers
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// for (int ix = 0; ix < this._receivers.Count; ix++)
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// newReceivers[ix] = this._receivers[ix];
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// // Add the new receivers
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// newReceivers[this._receivers.Count] = receivingNucleus;
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// // Replace the receivers with the new receivers
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// this._receivers = new(newReceivers);
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// receivingNucleus.AddSynapse(this);
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// }
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// public void RemoveReceiver(INucleus receivingNucleus) {
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// Debug.Log("Clusterinstance. remote receiver");
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// int newLength = this._receivers.Count - 1;
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// if (newLength < 0)
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// // Array was empty, so we cannot remove anything
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// return;
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// INucleus[] newReceivers = new INucleus[newLength];
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// int newIx = 0;
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// // Copy all receivers except receivingNucleus
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// for (int ix = 0; ix < this._receivers.Count; ix++) {
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// if (this._receivers[ix] == receivingNucleus)
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// // skip the receiver we want to remote
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// continue;
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// if (newIx >= newLength)
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// // We want to copy more elements than expected
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// // the receivingNucleus is not found
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// // and the original array is returned
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// return;
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// newReceivers[newIx] = this._receivers[ix];
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// newIx++;
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// }
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// this._receivers = new(newReceivers);
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// }
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#endregion Receivers
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#region Runtime
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[NonSerialized]
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private int stale = 1000;
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public bool isSleeping => lengthsq(this.outputValue) == 0;
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[NonSerialized]
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protected float3 _outputValue;
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public virtual float3 outputValue {
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get { return _outputValue; }
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set {
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this.stale = 0;
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_outputValue = value;
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}
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}
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#region Update
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public virtual void UpdateState() {
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UpdateState(new float3(0, 0, 0));
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}
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public void UpdateState(float3 inputValue) {
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float3 sum = inputValue; // new(0, 0, 0);
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//Applying the weight factgors
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foreach (Synapse synapse in this.synapses) {
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sum += synapse.weight * synapse.nucleus.outputValue;
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}
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// This does not work because the prefab nucleus does not have a state
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this.prefab.inputs[0].UpdateState(sum);
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}
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public void UpdateNuclei() {
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this.stale++;
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if (this.stale > 2)
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_outputValue = Vector3.zero;
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foreach (IReceptor nucleus in this.prefab.nuclei)
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nucleus.UpdateNuclei();
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}
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#endregion Update
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#endregion Runtime
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/*
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[SerializeField]
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private List<IReceptor> _dynamicNuclei;
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public List<IReceptor> dynamicNuclei {// = new();
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get {
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if (_dynamicNuclei == null) {
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this._dynamicNuclei = new();
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foreach (IReceptor nucleus in this.prefab.nuclei) {
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IReceptor clone = nucleus.CloneTo(null);
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this._dynamicNuclei.Add(clone);
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}
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}
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return this._dynamicNuclei;
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}
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}
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public List<INucleus> _inputs = null;
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public List<INucleus> inputs {
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get {
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this._inputs = new();
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if (this.dynamicNuclei != null) {
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foreach (IReceptor receptor in this.dynamicNuclei) {
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if (receptor is INucleus nucleus)
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this._inputs.Add(nucleus);
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}
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}
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return this._inputs;
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}
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}
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public INucleus output => this.dynamicNuclei[0] as INucleus;
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public float3 outputValue => this.output.outputValue;
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public IReceptor CloneTo(ClusterPrefab parent) {
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Cluster clone = new(parent, this.prefab);
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return clone;
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}
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public IReceptor Clone() {
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Cluster clone = new(this.cluster, this.prefab);
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return clone;
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}
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#region Properties
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public string name {
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get { return prefab.name; }
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set { prefab.name = value; }
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}
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public bool isSleeping => lengthsq(this.outputValue) == 0;
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public NucleusArray array { get; set; }
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#endregion Properties
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*/
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}
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2
Cluster.cs.meta
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2
Cluster.cs.meta
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: f13cdc4a175a9f379a00317ae68d8bea
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84
ClusterPrefab.cs
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84
ClusterPrefab.cs
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@ -0,0 +1,84 @@
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(menuName = "Passer/Cluster")]
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public class ClusterPrefab : ScriptableObject {
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//public virtual Cluster cluster {get;set;}
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// The ScriptableObject asset from which the runtime object has been created
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//public Cluster asset;
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[SerializeReference]
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public List<IReceptor> nuclei = new();
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// public List<Cluster> subClusters = new();
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// public void AddSubCluster(ClusterInstance subCluster) {
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// this.nuclei.Add(subCluster);
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// }
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public virtual INucleus output => this.nuclei[0] as INucleus;
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public List<INucleus> _inputs = null;
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public virtual List<INucleus> inputs {
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get {
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if (this._inputs == null) {
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this._inputs = new();
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foreach (IReceptor receptor in this.nuclei) {
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if (receptor is INucleus nucleus)
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this._inputs.Add(nucleus);
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}
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}
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return this._inputs;
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}
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}
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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<IReceptor>();
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if (nuclei.Count == 0)
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new Neuron(this, "Output"); // Every cluster should have at least 1 neuron
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}
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public void GarbageCollection() {
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HashSet<INucleus> visitedNuclei = new();
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MarkNuclei(visitedNuclei, this.output);
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//Debug.Log($"Garbage collection found {visitedNuclei.Count} Nuclei");
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this.nuclei.RemoveAll(nucleus => nucleus is INucleus n && visitedNuclei.Contains(n) == false);
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}
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public void MarkNuclei(HashSet<INucleus> visitedNuclei, INucleus nucleus) {
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if (nucleus is null)
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return;
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visitedNuclei.Add(nucleus);
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if (nucleus.synapses != null) {
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HashSet<Synapse> visitedSynapses = new();
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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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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<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);
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}
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}
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nucleus.receivers.RemoveAll(receiver => visitedReceivers.Contains(receiver) == false);
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}
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}
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public virtual void UpdateNuclei() {
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foreach (IReceptor nucleus in this.nuclei)
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nucleus.UpdateNuclei();
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}
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}
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2
ClusterPrefab.cs.meta
Normal file
2
ClusterPrefab.cs.meta
Normal file
@ -0,0 +1,2 @@
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fileFormatVersion: 2
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||||
guid: 60a957541c24c57e78018c202ebb1d9b
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8
Editor.meta
Normal file
8
Editor.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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||||
guid: 3aedf57a50b6dfa46a59457c87b8ef9d
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folderAsset: yes
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||||
DefaultImporter:
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externalObjects: {}
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userData:
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||||
assetBundleName:
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assetBundleVariant:
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302
Editor/NeuroidWindow.cs
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302
Editor/NeuroidWindow.cs
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@ -0,0 +1,302 @@
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/*
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using UnityEditor;
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using UnityEngine;
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using System.Linq;
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using System.Collections.Generic;
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public class NeuroidLayer {
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public int ix = 0;
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public List<Nucleus> neuroids = new();
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}
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public class GraphEditorWindow : EditorWindow {
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private Nucleus currentNucleus;
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private List<Neuroid> allNeuroids;
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private Dictionary<Nucleus, Vector2Int> neuroidPositions = new();
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private List<NeuroidLayer> layers = new();
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private void OnEnable() {
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EditorApplication.update += EditorUpdate;
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Selection.selectionChanged += OnSelectionChange;
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SelectNeuron();
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}
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private void AddToLayer(NeuroidLayer layer, Nucleus nucleus) {
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layer.neuroids.Add(nucleus);
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nucleus.layerIx = layer.ix;
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// Store its position
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Vector2Int neuroidPosition = new(layer.ix, layer.neuroids.Count - 1);
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neuroidPositions[nucleus] = neuroidPosition;
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}
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private void BuildLayers() {
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// A temporary list to track what's been added to layers
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this.layers = new();
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int layerIx = 0;
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||||
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Nucleus selectedNucleus = this.currentNucleus;
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if (selectedNucleus == null)
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return;
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NeuroidLayer currentLayer = new() { ix = layerIx };
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||||
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//foreach (Nucleus outputNeuroid in selectedNucleus.receivers) {
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foreach (Receiver receiver in selectedNucleus.receivers) {
|
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Nucleus outputNeuroid = receiver.nucleus;
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if (outputNeuroid != null) {
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AddToLayer(currentLayer, outputNeuroid);
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Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}");
|
||||
}
|
||||
}
|
||||
if (currentLayer.neuroids.Count > 0) {
|
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this.layers.Add(currentLayer);
|
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layerIx++;
|
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currentLayer = new() { ix = layerIx };
|
||||
}
|
||||
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||||
AddToLayer(currentLayer, selectedNucleus);
|
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this.layers.Add(currentLayer);
|
||||
Debug.Log($"layer {layerIx} nucleus {selectedNucleus.name}");
|
||||
|
||||
layerIx++;
|
||||
currentLayer = new() { ix = layerIx };
|
||||
|
||||
int six = 0;
|
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// foreach (Synapse synapse in selectedNucleus.synapses.Values) {
|
||||
// Debug.Log($"Synapse {six}");
|
||||
// Nucleus input = synapse.neuroid;
|
||||
//foreach ((Nucleus input, Synapse synapse) in selectedNucleus.synapses) {
|
||||
//foreach ((Nucleus input, float weight) in selectedNucleus.synapses) {
|
||||
foreach (Synapse synapse in selectedNucleus.synapses) {
|
||||
Nucleus input = synapse.nucleus;
|
||||
if (input != null) {
|
||||
AddToLayer(currentLayer, input);
|
||||
Debug.Log($"layer {layerIx} nucleus {input.name}");
|
||||
}
|
||||
six++;
|
||||
}
|
||||
if (currentLayer.neuroids.Count > 0) {
|
||||
this.layers.Add(currentLayer);
|
||||
}
|
||||
}
|
||||
|
||||
private void BuildLayers_old(List<Neuroid> neuroids) {
|
||||
if (neuroids == null)
|
||||
return;
|
||||
|
||||
// A temporary list to track what's been added to layers
|
||||
this.layers = new();
|
||||
HashSet<Neuroid> neuronVisited = new();
|
||||
int layerIx = 0;
|
||||
|
||||
// While there are unvisited neuroid
|
||||
while (neuroids.Any(neuroid => !neuronVisited.Contains(neuroid))) {
|
||||
// Create the next layer
|
||||
NeuroidLayer currentLayer = new() { ix = layerIx };
|
||||
int neuroidIx = 0;
|
||||
|
||||
foreach (Neuroid neuroid in neuroids) {
|
||||
// Skip neurons we already processed
|
||||
if (neuronVisited.Contains(neuroid))
|
||||
continue;
|
||||
|
||||
// if (neuroid.IsStale()) {
|
||||
// Debug.Log($"neuron {neuroid.name} is stale {neuroid.stale}");
|
||||
// neuronVisited.Add(neuroid);
|
||||
// continue;
|
||||
// }
|
||||
|
||||
// If the output neuroid is visited
|
||||
// Note: this does not yet work for multiple outputs yet (see the use of First())
|
||||
// if (neuroid.receivers.Count == 0 // make sure the root neuroids are processed directly
|
||||
// || (neuronVisited.Contains(neuroid.receivers.First()) && neuroid.receivers.First().layerIx == layerIx - 1)) {
|
||||
if (neuroid.receivers.Count == 0 // make sure the root neuroids are processed directly
|
||||
|| (neuronVisited.Contains(neuroid.receivers.First().nucleus) && neuroid.receivers.First().nucleus.layerIx == layerIx - 1)) {
|
||||
// Add it to the next layer
|
||||
currentLayer.neuroids.Add(neuroid);
|
||||
neuroid.layerIx = layerIx;
|
||||
// Register it as visited
|
||||
neuronVisited.Add(neuroid);
|
||||
// Store its position
|
||||
Vector2Int neuroidPosition = new(layerIx, neuroidIx);
|
||||
neuroidPositions[neuroid] = neuroidPosition;
|
||||
neuroidIx++;
|
||||
Debug.Log($"Layer {layerIx} neuron {neuroidIx} name {neuroid.name}");
|
||||
}
|
||||
}
|
||||
|
||||
if (currentLayer.neuroids.Count > 0) {
|
||||
this.layers.Add(currentLayer);
|
||||
layerIx++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable() {
|
||||
EditorApplication.update -= EditorUpdate;
|
||||
Selection.selectionChanged -= OnSelectionChange;
|
||||
}
|
||||
|
||||
private void OnSelectionChange() {
|
||||
SelectNeuron();
|
||||
Repaint();
|
||||
}
|
||||
|
||||
private void EditorUpdate() {
|
||||
if (EditorApplication.isPlaying)
|
||||
Repaint();
|
||||
}
|
||||
|
||||
private void OnGUI() {
|
||||
GUILayout.Label("Graph Visualizer", EditorStyles.boldLabel);
|
||||
|
||||
DrawGraph();
|
||||
}
|
||||
|
||||
private void DrawGraph() {
|
||||
if (currentNucleus == null)
|
||||
return;
|
||||
|
||||
foreach (NeuroidLayer layer in layers)
|
||||
DrawLayer(layer);
|
||||
}
|
||||
|
||||
private void DrawLayer(NeuroidLayer layer) {
|
||||
int column = layer.ix * 100;
|
||||
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 = 100 + spacing / 2;
|
||||
foreach (Nucleus layerNucleus in layer.neuroids) {
|
||||
if (layerNucleus is Neuroid layerNeuroid) {
|
||||
Vector2Int layerNeuroidPos = this.neuroidPositions[layerNeuroid];
|
||||
Vector3 parentPos = new(100 + layerNeuroidPos.x * 100, margin + layerNeuroidPos.y * spacing, 0.1f);
|
||||
|
||||
int i = 0;
|
||||
float inputSpacing = 400f / layerNeuroid.synapses.Count;
|
||||
float inputMargin = 100 + inputSpacing / 2;
|
||||
// foreach (Synapse synapse in layerNeuroid.synapses.Values) {
|
||||
// if (synapse.neuroid != null) {
|
||||
// if (this.neuroidPositions.ContainsKey(synapse.neuroid)) {
|
||||
|
||||
// Vector2Int inputNeuroidPos = this.neuroidPositions[synapse.neuroid];
|
||||
//foreach ((Nucleus neuroid, Synapse synapse) in layerNeuroid.synapses) {
|
||||
//foreach ((Nucleus neuroid, float weight) in layerNeuroid.synapses) {
|
||||
foreach (Synapse synapse in layerNeuroid.synapses) {
|
||||
Nucleus neuroid = synapse.nucleus;
|
||||
float weight = synapse.weight;
|
||||
if (neuroid != null) {
|
||||
if (this.neuroidPositions.ContainsKey(neuroid)) {
|
||||
Vector2Int inputNeuroidPos = this.neuroidPositions[neuroid];
|
||||
if (inputNeuroidPos.x == layerNeuroidPos.x + 1) {
|
||||
Vector3 pos = new(100 + inputNeuroidPos.x * 100, inputMargin + inputNeuroidPos.y * inputSpacing, 0.0f);
|
||||
|
||||
//float brightness = synapse.weight / 10.0f;
|
||||
float brightness = weight / 10.0f;
|
||||
Handles.color = new Color(brightness, brightness, brightness);
|
||||
Handles.DrawLine(parentPos, pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float size = 20;
|
||||
if (layerNeuroid.isSleeping)
|
||||
Handles.color = Color.black;
|
||||
else {
|
||||
float brightness = layerNeuroid.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, layerNeuroid.name, style);
|
||||
|
||||
Rect neuronRect = new(parentPos.x - size, parentPos.y - size, size * 2, size * 2);
|
||||
Event e = Event.current;
|
||||
if (e != null && neuronRect.Contains(e.mousePosition)) {
|
||||
HandleMouseHover(layerNeuroid, neuronRect);
|
||||
// Process click
|
||||
if (e.type == EventType.MouseDown && e.button == 0) {
|
||||
// Consume the event so the scene doesn't also handle it
|
||||
e.Use();
|
||||
HandleDiscClicked(layerNeuroid);
|
||||
}
|
||||
}
|
||||
i++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleMouseHover(Neuroid 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}" +
|
||||
$"\nValue: {neuroid.outputValue}");
|
||||
// }
|
||||
|
||||
Vector2 mousePosition = Event.current.mousePosition;
|
||||
|
||||
// Display tooltip with some offset
|
||||
Vector2 tooltipSize = GUI.skin.box.CalcSize(tooltip);
|
||||
Rect tooltipRect = new Rect(mousePosition.x + 10, mousePosition.y + 10, tooltipSize.x, tooltipSize.y);
|
||||
|
||||
GUI.Box(tooltipRect, tooltip);
|
||||
}
|
||||
|
||||
private void HandleDiscClicked(Nucleus nucleus) {
|
||||
this.currentNucleus = nucleus;
|
||||
BuildLayers();
|
||||
}
|
||||
|
||||
// Update node colors based on selected GameObjects
|
||||
private void SelectNeuron() {
|
||||
GameObject[] selectedObjects = Selection.gameObjects;
|
||||
if (selectedObjects.Length == 0)
|
||||
return;
|
||||
|
||||
GameObject selectedObject = selectedObjects[0];
|
||||
Boid boid = selectedObject.GetComponent<Boid>();
|
||||
if (boid == null)
|
||||
return;
|
||||
|
||||
// Nucleus neuroid = boid.behaviour;
|
||||
// this.currentNucleus = neuroid;
|
||||
// if (neuroid == null)
|
||||
// this.allNeuroids = new();
|
||||
// else
|
||||
// this.allNeuroids = neuroid.brain.neuroids;
|
||||
|
||||
|
||||
// Debug.Log($"Neuroncount = {this.allNeuroids.Count}");
|
||||
// BuildLayers();
|
||||
// Debug.Log($"Layercount = {this.layers.Count}");
|
||||
|
||||
}
|
||||
|
||||
[MenuItem("Window/Neuroid Visualizer")]
|
||||
public static void ShowWindow() {
|
||||
GetWindow<GraphEditorWindow>("Neuroid Visualizer");
|
||||
}
|
||||
}
|
||||
*/
|
||||
2
Editor/NeuroidWindow.cs.meta
Normal file
2
Editor/NeuroidWindow.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 26e68838038ea5243ae57bc81f4db8a8
|
||||
54
INucleus.cs
Normal file
54
INucleus.cs
Normal file
@ -0,0 +1,54 @@
|
||||
using System.Collections.Generic;
|
||||
using Unity.Mathematics;
|
||||
|
||||
public interface INucleus : IReceptor {
|
||||
|
||||
#region static struct
|
||||
|
||||
// Cluster
|
||||
public ClusterPrefab cluster { get; }
|
||||
|
||||
// Senders
|
||||
public List<Synapse> synapses { get; }
|
||||
public Synapse AddSynapse(IReceptor sender);
|
||||
|
||||
public NucleusArray array { get; set; }
|
||||
|
||||
#endregion static struct
|
||||
|
||||
#region dynamic state
|
||||
|
||||
public void UpdateState();
|
||||
public void UpdateState(float3 inputValue);
|
||||
|
||||
|
||||
#endregion dynamic state
|
||||
}
|
||||
|
||||
public interface IReceptor {
|
||||
#region static
|
||||
|
||||
public string name { get; set; }
|
||||
|
||||
// Receivers
|
||||
public List<INucleus> receivers { get; set; }
|
||||
|
||||
public void AddReceiver(INucleus receiver);
|
||||
public void RemoveReceiver(INucleus receiverNucleus);
|
||||
|
||||
#endregion static
|
||||
|
||||
#region dynamic
|
||||
|
||||
// float3 to prepare for SIMD
|
||||
public float3 outputValue { get; }
|
||||
|
||||
public void UpdateNuclei();
|
||||
public bool isSleeping { get; }
|
||||
|
||||
#endregion dynamic
|
||||
|
||||
//public IReceptor CloneTo(ClusterPrefab parent);
|
||||
public IReceptor Clone();
|
||||
}
|
||||
|
||||
2
INucleus.cs.meta
Normal file
2
INucleus.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6a8a0e8965cea660abff254cab8a4723
|
||||
60
Identity.asset
Normal file
60
Identity.asset
Normal file
@ -0,0 +1,60 @@
|
||||
%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: Identity
|
||||
m_EditorClassIdentifier: Assembly-CSharp::Cluster
|
||||
nuclei:
|
||||
- rid: 2243601383627161705
|
||||
references:
|
||||
version: 2
|
||||
RefIds:
|
||||
- rid: 2243601383627161705
|
||||
type: {class: Neuron, ns: , asm: Assembly-CSharp}
|
||||
data:
|
||||
_name: Output
|
||||
_synapses: []
|
||||
_receivers: []
|
||||
_array:
|
||||
rid: 2243601383627161706
|
||||
_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: 2243601383627161706
|
||||
type: {class: NucleusArray, ns: , asm: Assembly-CSharp}
|
||||
data:
|
||||
_nuclei:
|
||||
- rid: 2243601383627161705
|
||||
name: Output
|
||||
8
Identity.asset.meta
Normal file
8
Identity.asset.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5f4d2ea0d0115b3549f8e9aa5e669163
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
LinearAlgebra.meta
Normal file
8
LinearAlgebra.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d98555a675e8e5e879de17db950b55fe
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
19
LinearAlgebra/.editorconfig
Normal file
19
LinearAlgebra/.editorconfig
Normal file
@ -0,0 +1,19 @@
|
||||
# EditorConfig is awesome: https://EditorConfig.org
|
||||
|
||||
# top-most EditorConfig file
|
||||
root = true
|
||||
|
||||
[*]
|
||||
indent_style = space
|
||||
indent_size = 4
|
||||
end_of_line = crlf
|
||||
charset = utf-8
|
||||
trim_trailing_whitespace = false
|
||||
insert_final_newline = false
|
||||
max_line_length = 80
|
||||
|
||||
[*.cs]
|
||||
csharp_new_line_before_open_brace = none
|
||||
# Suppress warnings everywhere
|
||||
dotnet_diagnostic.IDE1006.severity = none
|
||||
dotnet_diagnostic.IDE0130.severity = none
|
||||
37
LinearAlgebra/.gitea/workflows/unit_tests.yaml
Normal file
37
LinearAlgebra/.gitea/workflows/unit_tests.yaml
Normal file
@ -0,0 +1,37 @@
|
||||
name: Build and Run C# Unit Tests
|
||||
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- '**'
|
||||
pull_request:
|
||||
branches:
|
||||
- '**'
|
||||
|
||||
jobs:
|
||||
build-and-test:
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- name: Checkout code
|
||||
uses: actions/checkout@v2
|
||||
|
||||
- name: Setup .NET
|
||||
uses: actions/setup-dotnet@v1
|
||||
with:
|
||||
dotnet-version: '8.0.x' # Specify the .NET SDK version
|
||||
|
||||
- name: Check Current Directory
|
||||
run: pwd # Logs the current working directory
|
||||
|
||||
- name: List Files
|
||||
run: ls -la # Lists all files in the current directory
|
||||
|
||||
- name: Restore Dependencies
|
||||
run: dotnet restore ./LinearAlgebra-csharp.sln # Restore NuGet packages
|
||||
|
||||
- name: Build the Project
|
||||
run: dotnet build ./LinearAlgebra-csharp.sln --configuration Release # Build the C# project
|
||||
|
||||
- name: Run Unit Tests
|
||||
run: dotnet test ./test/LinearAlgebra_Test.csproj --configuration Release # Execute unit tests
|
||||
5
LinearAlgebra/.gitignore
vendored
Normal file
5
LinearAlgebra/.gitignore
vendored
Normal file
@ -0,0 +1,5 @@
|
||||
DoxyGen/DoxyWarnLogfile.txt
|
||||
.vscode/settings.json
|
||||
**bin
|
||||
**obj
|
||||
**.meta
|
||||
30
LinearAlgebra/LinearAlgebra-csharp.sln
Normal file
30
LinearAlgebra/LinearAlgebra-csharp.sln
Normal file
@ -0,0 +1,30 @@
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.5.2.0
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LinearAlgebra", "src\LinearAlgebra.csproj", "{ECB58727-0354-924D-AE7B-22F6B21097EB}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LinearAlgebra_Test", "test\LinearAlgebra_Test.csproj", "{715BB399-5FC4-2AC9-3757-177CA0C80774}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{ECB58727-0354-924D-AE7B-22F6B21097EB}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{ECB58727-0354-924D-AE7B-22F6B21097EB}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{ECB58727-0354-924D-AE7B-22F6B21097EB}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{ECB58727-0354-924D-AE7B-22F6B21097EB}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{715BB399-5FC4-2AC9-3757-177CA0C80774}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{715BB399-5FC4-2AC9-3757-177CA0C80774}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{715BB399-5FC4-2AC9-3757-177CA0C80774}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{715BB399-5FC4-2AC9-3757-177CA0C80774}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {E93B8294-87D4-4887-83B7-182A623D5833}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
341
LinearAlgebra/src/Angle.cs
Normal file
341
LinearAlgebra/src/Angle.cs
Normal file
@ -0,0 +1,341 @@
|
||||
using System;
|
||||
|
||||
namespace LinearAlgebra {
|
||||
|
||||
public struct AngleFloat {
|
||||
public const float Rad2Deg = 360.0f / ((float)Math.PI * 2); //0.0174532924F;
|
||||
public const float Deg2Rad = (float)Math.PI * 2 / 360.0f; //57.29578F;
|
||||
|
||||
private AngleFloat(float degrees) {
|
||||
this.value = degrees;
|
||||
}
|
||||
private readonly float value;
|
||||
|
||||
public static AngleFloat Degrees(float degrees) {
|
||||
// Reduce it to (-180..180]
|
||||
if (float.IsFinite(degrees)) {
|
||||
while (degrees < -180)
|
||||
degrees += 360;
|
||||
while (degrees >= 180)
|
||||
degrees -= 360;
|
||||
}
|
||||
return new AngleFloat(degrees);
|
||||
}
|
||||
|
||||
public static AngleFloat Radians(float radians) {
|
||||
// Reduce it to (-pi..pi]
|
||||
if (float.IsFinite(radians)) {
|
||||
while (radians <= -Math.PI)
|
||||
radians += 2 * (float)Math.PI;
|
||||
while (radians > Math.PI)
|
||||
radians -= 2 * (float)Math.PI;
|
||||
}
|
||||
|
||||
return new AngleFloat(radians * Rad2Deg);
|
||||
}
|
||||
|
||||
public static AngleFloat Revolutions(float revolutions) {
|
||||
// reduce it to (-0.5 .. 0.5]
|
||||
if (float.IsFinite(revolutions)) {
|
||||
// Get the integer part
|
||||
int integerPart = (int)revolutions;
|
||||
|
||||
// Get the decimal part
|
||||
revolutions -= integerPart;
|
||||
if (revolutions < -0.5)
|
||||
revolutions += 1;
|
||||
if (revolutions >= 0.5)
|
||||
revolutions -= 1;
|
||||
}
|
||||
return new AngleFloat(revolutions * 360);
|
||||
}
|
||||
|
||||
public readonly float inDegrees => this.value;
|
||||
|
||||
public readonly float inRadians => this.value * Deg2Rad;
|
||||
|
||||
public readonly float inRevolutions => this.value / 360.0f;
|
||||
|
||||
public override string ToString() {
|
||||
return $"{this.inDegrees}\u00B0";
|
||||
}
|
||||
|
||||
public static readonly AngleFloat zero = Degrees(0);
|
||||
public static readonly AngleFloat deg90 = Degrees(90);
|
||||
public static readonly AngleFloat deg180 = Degrees(180);
|
||||
|
||||
/// <summary>
|
||||
/// Get the sign of the angle
|
||||
/// </summary>
|
||||
/// <param name="a">The angle</param>
|
||||
/// <returns>-1 when the angle is negative, 1 when it is positive and 0 in all other cases</returns>
|
||||
public static int Sign(AngleFloat a) {
|
||||
if (a.value < 0)
|
||||
return -1;
|
||||
if (a.value > 0)
|
||||
return 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the magnitude of the angle
|
||||
/// </summary>
|
||||
/// <param name="a">The angle</param>
|
||||
/// <returns>The positive magnitude of the angle</returns>
|
||||
/// Negative values are negated to get a positive result
|
||||
public static AngleFloat Abs(AngleFloat a) {
|
||||
if (Sign(a) < 0)
|
||||
return -a;
|
||||
else
|
||||
return a;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests the equality of two angles
|
||||
/// </summary>
|
||||
/// <param name="a1"></param>
|
||||
/// <param name="a2"></param>
|
||||
/// <returns>True when the angles are equal, false otherwise</returns>
|
||||
/// <remarks>The equality is determine within the limits of precision of a float</remarks>
|
||||
public static bool operator ==(AngleFloat a1, AngleFloat a2) {
|
||||
return a1.value == a2.value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests the inequality of two angles
|
||||
/// </summary>
|
||||
/// <param name="a1"></param>
|
||||
/// <param name="a2"></param>
|
||||
/// <returns>True when the angles are not equal, false otherwise</returns>
|
||||
/// <remarks>The equality is determine within the limits of precision of a float</remarks>
|
||||
public static bool operator !=(AngleFloat a1, AngleFloat a2) {
|
||||
return a1.value != a2.value;
|
||||
}
|
||||
|
||||
public override readonly bool Equals(object obj) {
|
||||
if (obj is AngleFloat other) {
|
||||
return this == other;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public override readonly int GetHashCode() {
|
||||
return this.value.GetHashCode();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Tests if the first angle is greater than the second
|
||||
/// </summary>
|
||||
/// <param name="a1"></param>
|
||||
/// <param name="a2"></param>
|
||||
/// <returns>True when a1 is greater than a2, False otherwise</returns>
|
||||
public static bool operator >(AngleFloat a1, AngleFloat a2) {
|
||||
return a1.value > a2.value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests if the first angle is greater than or equal to the second
|
||||
/// </summary>
|
||||
/// <param name="a1"></param>
|
||||
/// <param name="a2"></param>
|
||||
/// <returns>True when a1 is greater than or equal to a2, False otherwise</returns>
|
||||
public static bool operator >=(AngleFloat a1, AngleFloat a2) {
|
||||
return a1.value >= a2.value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests if the first angle is less than the second
|
||||
/// </summary>
|
||||
/// <param name="a1"></param>
|
||||
/// <param name="a2"></param>
|
||||
/// <returns>True when a1 is less than a2, False otherwise</returns>
|
||||
public static bool operator <(AngleFloat a1, AngleFloat a2) {
|
||||
return a1.value < a2.value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests if the first angle is less than or equal to the second
|
||||
/// </summary>
|
||||
/// <param name="a1"></param>
|
||||
/// <param name="a2"></param>
|
||||
/// <returns>True when a1 is less than or equal to a2, False otherwise</returns>
|
||||
public static bool operator <=(AngleFloat a1, AngleFloat a2) {
|
||||
return a1.value <= a2.value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Negate the angle
|
||||
/// </summary>
|
||||
/// <param name="a">The angle</param>
|
||||
/// <returns>The negated angle</returns>
|
||||
/// The negation of -180 is still -180 because the range is (-180..180]
|
||||
public static AngleFloat operator -(AngleFloat a) {
|
||||
AngleFloat r = new(-a.value);
|
||||
return r;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Subtract two angles
|
||||
/// </summary>
|
||||
/// <param name="a1">Angle 1</param>
|
||||
/// <param name="a2">Angle 2</param>
|
||||
/// <returns>The result of the subtraction</returns>
|
||||
public static AngleFloat operator -(AngleFloat a1, AngleFloat a2) {
|
||||
AngleFloat r = new(a1.value - a2.value);
|
||||
return r;
|
||||
}
|
||||
/// <summary>
|
||||
/// Add two angles
|
||||
/// </summary>
|
||||
/// <param name="a1">Angle 1</param>
|
||||
/// <param name="a2">Angle 2</param>
|
||||
/// <returns>The result of the addition</returns>
|
||||
public static AngleFloat operator +(AngleFloat a1, AngleFloat a2) {
|
||||
AngleFloat r = new(a1.value + a2.value);
|
||||
return r;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multiplies the angle
|
||||
/// </summary>
|
||||
/// <param name="a">The angle to multiply</param>
|
||||
/// <param name="factor">The factor by which the angle is multiplied</param>
|
||||
/// <returns>The multiplied angle</returns>
|
||||
public static AngleFloat operator *(AngleFloat a, float factor) {
|
||||
return Degrees(a.inDegrees * factor);
|
||||
}
|
||||
public static AngleFloat operator *(float factor, AngleFloat a) {
|
||||
return Degrees(factor * a.inDegrees);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clamp the angle between the given min and max values
|
||||
/// </summary>
|
||||
/// <param name="angle">The angle to clamp</param>
|
||||
/// <param name="min">The minimum angle</param>
|
||||
/// <param name="max">The maximum angle</param>
|
||||
/// <returns>The clamped angle</returns>
|
||||
/// Angles are normalized
|
||||
public static float Clamp(AngleFloat angle, AngleFloat min, AngleFloat max) {
|
||||
return Float.Clamp(angle.inDegrees, min.inDegrees, max.inDegrees);
|
||||
}
|
||||
|
||||
/// @brief Calculates the cosine of an angle
|
||||
/// @param angle The given angle
|
||||
/// @return The cosine of the angle
|
||||
public static float Cos(AngleFloat angle) {
|
||||
return MathF.Cos(angle.inRadians);
|
||||
}
|
||||
/// @brief Calculates the sine of an angle
|
||||
/// @param angle The given angle
|
||||
/// @return The sine of the angle
|
||||
public static float Sin(AngleFloat angle) {
|
||||
return MathF.Sin(angle.inRadians);
|
||||
}
|
||||
/// @brief Calculates the tangent of an angle
|
||||
/// @param angle The given angle
|
||||
/// @return The tangent of the angle
|
||||
public static float Tan(AngleFloat angle) {
|
||||
return MathF.Tan(angle.inRadians);
|
||||
}
|
||||
|
||||
/// @brief Calculates the arc cosine angle
|
||||
/// @param f The value
|
||||
/// @return The arc cosine for the given value
|
||||
public static AngleFloat Acos(float f) {
|
||||
return Radians(MathF.Acos(f));
|
||||
}
|
||||
/// @brief Calculates the arc sine angle
|
||||
/// @param f The value
|
||||
/// @return The arc sine for the given value
|
||||
public static AngleFloat Asin(float f) {
|
||||
return Radians(MathF.Asin(f));
|
||||
}
|
||||
/// @brief Calculates the arc tangent angle
|
||||
/// @param f The value
|
||||
/// @return The arc tangent for the given value
|
||||
public static AngleFloat Atan(float f) {
|
||||
return Radians(MathF.Atan(f));
|
||||
}
|
||||
/// @brief Calculates the tangent for the given values
|
||||
/// @param y The vertical value
|
||||
/// @param x The horizontal value
|
||||
/// @return The tanget for the given values
|
||||
/// Uses the y and x signs to compute the quadrant
|
||||
public static AngleFloat Atan2(float y, float x) {
|
||||
return Radians(MathF.Atan2(y, x));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotate from one angle to the other with a maximum degrees
|
||||
/// </summary>
|
||||
/// <param name="fromAngle">Starting angle</param>
|
||||
/// <param name="toAngle">Target angle</param>
|
||||
/// <param name="maxAngle">Maximum angle to rotate</param>
|
||||
/// <returns>The resulting angle</returns>
|
||||
/// This function is compatible with radian and degrees angles
|
||||
public static AngleFloat MoveTowards(AngleFloat fromAngle, AngleFloat toAngle, float maxDegrees) {
|
||||
maxDegrees = Math.Max(0, maxDegrees); // filter out negative distances
|
||||
AngleFloat d = toAngle - fromAngle;
|
||||
float dDegrees = Abs(d).inDegrees;
|
||||
d = Degrees(Float.Clamp(dDegrees, 0, maxDegrees));
|
||||
if (Sign(d) < 0)
|
||||
d = -d;
|
||||
return fromAngle + d;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// %Angle utilities
|
||||
/// </summary>
|
||||
public static class Angles {
|
||||
public const float pi = 3.1415927410125732421875F;
|
||||
// public static float Rad2Deg = 360.0f / ((float)Math.PI * 2);
|
||||
// public static float Deg2Rad = ((float)Math.PI * 2) / 360.0f;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Determine the angle difference, result is a normalized angle
|
||||
/// </summary>
|
||||
/// <param name="a">First first angle</param>
|
||||
/// <param name="b">The second angle</param>
|
||||
/// <returns>the angle between the two angles</returns>
|
||||
/// Angle values should be degrees
|
||||
public static float Difference(float a, float b) {
|
||||
float r = Normalize(b - a);
|
||||
return r;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Normalize an angle to the range -180 < angle <= 180
|
||||
/// </summary>
|
||||
/// <param name="angle">The angle to normalize</param>
|
||||
/// <returns>The normalized angle in interval (-180..180] </returns>
|
||||
/// Angle values should be in degrees
|
||||
public static float Normalize(float angle) {
|
||||
if (float.IsInfinity(angle))
|
||||
return angle;
|
||||
|
||||
while (angle <= -180) angle += 360;
|
||||
while (angle > 180) angle -= 360;
|
||||
return angle;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Map interval of angles between vectors [0..Pi] to interval [0..1]
|
||||
/// </summary>
|
||||
/// <param name="v1">The first vector</param>
|
||||
/// <param name="v2">The second vector</param>
|
||||
/// <returns>The resulting factor in interval [0..1]</returns>
|
||||
/// Vectors a and b must be normalized
|
||||
/// \deprecated Please use Vector2.ToFactor instead.
|
||||
// [Obsolete("Please use Vector2.ToFactor instead.")]
|
||||
// public static float ToFactor(Vector2Float v1, Vector2Float v2) {
|
||||
// return (1 - Vector2Float.Dot(v1, v2)) / 2;
|
||||
// }
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
287
LinearAlgebra/src/Decomposition.cs
Normal file
287
LinearAlgebra/src/Decomposition.cs
Normal file
@ -0,0 +1,287 @@
|
||||
using System;
|
||||
namespace LinearAlgebra {
|
||||
class QR {
|
||||
// QR Decomposition of a matrix A
|
||||
public static (Matrix2 Q, Matrix2 R) Decomposition(Matrix2 A) {
|
||||
int nRows = A.nRows;
|
||||
int nCols = A.nCols;
|
||||
|
||||
float[,] Q = new float[nRows, nCols];
|
||||
float[,] R = new float[nCols, nCols];
|
||||
|
||||
// Perform Gram-Schmidt orthogonalization
|
||||
for (uint colIx = 0; colIx < nCols; colIx++) {
|
||||
|
||||
// Step 1: v = column(ix) of A
|
||||
float[] v = new float[nRows];
|
||||
for (int rowIx = 0; rowIx < nRows; rowIx++)
|
||||
v[rowIx] = A.data[rowIx, colIx];
|
||||
|
||||
// Step 2: Subtract projections of v onto previous q's (orthogonalize)
|
||||
for (uint colIx2 = 0; colIx2 < colIx; colIx2++) {
|
||||
float dotProd = 0;
|
||||
for (int i = 0; i < nRows; i++)
|
||||
dotProd += Q[i, colIx2] * v[i];
|
||||
for (int i = 0; i < nRows; i++)
|
||||
v[i] -= dotProd * Q[i, colIx2];
|
||||
}
|
||||
|
||||
// Step 3: Normalize v to get column(ix) of Q
|
||||
float norm = 0;
|
||||
for (int rowIx = 0; rowIx < nRows; rowIx++)
|
||||
norm += v[rowIx] * v[rowIx];
|
||||
norm = (float)Math.Sqrt(norm);
|
||||
|
||||
for (int rowIx = 0; rowIx < nRows; rowIx++)
|
||||
Q[rowIx, colIx] = v[rowIx] / norm;
|
||||
|
||||
// Store the coefficients of R
|
||||
for (int colIx2 = 0; colIx2 <= colIx; colIx2++) {
|
||||
R[colIx2, colIx] = 0;
|
||||
for (int k = 0; k < nRows; k++)
|
||||
R[colIx2, colIx] += Q[k, colIx2] * A.data[k, colIx];
|
||||
}
|
||||
}
|
||||
return (new Matrix2(Q), new Matrix2(R));
|
||||
}
|
||||
|
||||
// Reduced QR Decomposition of a matrix A
|
||||
public static (Matrix2 Q, Matrix2 R) ReducedDecomposition(Matrix2 A) {
|
||||
int nRows = A.nRows;
|
||||
int nCols = A.nCols;
|
||||
|
||||
float[,] Q = new float[nRows, nCols];
|
||||
float[,] R = new float[nCols, nCols];
|
||||
|
||||
// Perform Gram-Schmidt orthogonalization
|
||||
for (int colIx = 0; colIx < nCols; colIx++) {
|
||||
|
||||
// Step 1: v = column(colIx) of A
|
||||
float[] columnIx = new float[nRows];
|
||||
bool isZeroColumn = true;
|
||||
for (int rowIx = 0; rowIx < nRows; rowIx++) {
|
||||
columnIx[rowIx] = A.data[rowIx, colIx];
|
||||
if (columnIx[rowIx] != 0)
|
||||
isZeroColumn = false;
|
||||
}
|
||||
if (isZeroColumn) {
|
||||
for (int rowIx = 0; rowIx < nRows; rowIx++)
|
||||
Q[rowIx, colIx] = 0;
|
||||
// Set corresponding R element to 0
|
||||
R[colIx, colIx] = 0;
|
||||
|
||||
Console.WriteLine($"zero column {colIx}");
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
// Step 2: Subtract projections of v onto previous q's (orthogonalize)
|
||||
for (int colIx2 = 0; colIx2 < colIx; colIx2++) {
|
||||
// Compute the dot product of v and column(colIx2) of Q
|
||||
float dotProduct = 0;
|
||||
for (int rowIx2 = 0; rowIx2 < nRows; rowIx2++)
|
||||
dotProduct += columnIx[rowIx2] * Q[rowIx2, colIx2];
|
||||
// Subtract the projection from v
|
||||
for (int rowIx2 = 0; rowIx2 < nRows; rowIx2++)
|
||||
columnIx[rowIx2] -= dotProduct * Q[rowIx2, colIx2];
|
||||
}
|
||||
|
||||
// Step 3: Normalize v to get column(colIx) of Q
|
||||
float norm = 0;
|
||||
for (int rowIx = 0; rowIx < nRows; rowIx++)
|
||||
norm += columnIx[rowIx] * columnIx[rowIx];
|
||||
if (norm == 0)
|
||||
throw new Exception("invalid value");
|
||||
|
||||
norm = (float)Math.Sqrt(norm);
|
||||
|
||||
for (int rowIx = 0; rowIx < nRows; rowIx++)
|
||||
Q[rowIx, colIx] = columnIx[rowIx] / norm;
|
||||
|
||||
// Here is where it deviates from the Full QR Decomposition !
|
||||
|
||||
// Step 4: Compute the row(colIx) of R
|
||||
for (int colIx2 = colIx; colIx2 < nCols; colIx2++) {
|
||||
float dotProduct = 0;
|
||||
for (int rowIx2 = 0; rowIx2 < nRows; rowIx2++)
|
||||
dotProduct += Q[rowIx2, colIx] * A.data[rowIx2, colIx2];
|
||||
R[colIx, colIx2] = dotProduct;
|
||||
}
|
||||
}
|
||||
if (!float.IsFinite(R[0, 0]))
|
||||
throw new Exception("invalid value");
|
||||
|
||||
return (new Matrix2(Q), new Matrix2(R));
|
||||
}
|
||||
}
|
||||
|
||||
class SVD {
|
||||
// According to ChatGPT, Mathnet uses Golub-Reinsch SVD algorithm
|
||||
// 1. Bidiagonalization: The input matrix AA is reduced to a bidiagonal form using Golub-Kahan bidiagonalization.
|
||||
// This process involves applying a sequence of Householder reflections to AA to create a bidiagonal matrix.
|
||||
// This step reduces the complexity by making the matrix simpler while retaining the essential structure needed for SVD.
|
||||
//
|
||||
// 2. Diagonalization: Once the matrix is in bidiagonal form,
|
||||
// the singular values are computed using an iterative process
|
||||
// (typically involving QR factorization or Jacobi rotations) until convergence.
|
||||
// This process diagonalizes the bidiagonal matrix and allows extraction of the singular values.
|
||||
//
|
||||
// 3. Computing UU and VTVT: After obtaining the singular values,
|
||||
// the left singular vectors UU and right singular vectors VTVT are computed
|
||||
// using the accumulated transformations (such as Householder reflections) from the bidiagonalization step.
|
||||
|
||||
// Bidiagnolizations through Householder transformations
|
||||
public static (Matrix2 U1, Matrix2 B, Matrix2 V1) Bidiagonalization(Matrix2 A) {
|
||||
int m = A.nRows; // Rows of A
|
||||
int n = A.nCols; // Columns of A
|
||||
float[,] U1 = new float[m, m]; // Left orthogonal matrix
|
||||
float[,] V1 = new float[n, n]; // Right orthogonal matrix
|
||||
float[,] B = A.Clone().data; // Copy A to B for transformation
|
||||
|
||||
// Initialize U1 and V1 as identity matrices
|
||||
for (int i = 0; i < m; i++)
|
||||
U1[i, i] = 1;
|
||||
for (int i = 0; i < n; i++)
|
||||
V1[i, i] = 1;
|
||||
|
||||
// Perform Householder reflections to create a bidiagonal matrix B
|
||||
for (int j = 0; j < n; j++) {
|
||||
// Step 1: Construct the Householder vector y
|
||||
float[] y = new float[m - j];
|
||||
for (int i = j; i < m; i++)
|
||||
y[i - j] = B[i, j];
|
||||
|
||||
// Step 2: Compute the norm and scalar alpha
|
||||
float norm = 0;
|
||||
for (int i = 0; i < y.Length; i++)
|
||||
norm += y[i] * y[i];
|
||||
norm = (float)Math.Sqrt(norm);
|
||||
|
||||
if (B[j, j] > 0)
|
||||
norm = -norm;
|
||||
|
||||
float alpha = (float)Math.Sqrt(0.5 * (norm * (norm - B[j, j])));
|
||||
float r = (float)Math.Sqrt(0.5 * (norm * (norm + B[j, j])));
|
||||
|
||||
// Step 3: Apply the reflection to zero out below diagonal
|
||||
for (int k = j; k < n; k++) {
|
||||
float dot = 0;
|
||||
for (int i = j; i < m; i++)
|
||||
dot += y[i - j] * B[i, k];
|
||||
dot /= r;
|
||||
|
||||
for (int i = j; i < m; i++)
|
||||
B[i, k] -= 2 * dot * y[i - j];
|
||||
}
|
||||
|
||||
// Step 4: Update U1 with the Householder reflection (U1 * Householder)
|
||||
for (int i = j; i < m; i++)
|
||||
U1[i, j] = y[i - j] / alpha;
|
||||
|
||||
// Step 5: Update V1 (storing the Householder vector y)
|
||||
// Correct indexing: we only need to store part of y in V1 from index j to n
|
||||
for (int i = j; i < n; i++)
|
||||
V1[j, i] = B[j, i];
|
||||
|
||||
// Repeat steps for further columns if necessary
|
||||
}
|
||||
return (new Matrix2(U1), new Matrix2(B), new Matrix2(V1));
|
||||
}
|
||||
|
||||
public static Matrix2 Bidiagonalize(Matrix2 A) {
|
||||
int m = A.nRows; // Rows of A
|
||||
int n = A.nCols; // Columns of A
|
||||
float[,] B = A.Clone().data; // Copy A to B for transformation
|
||||
|
||||
// Perform Householder reflections to create a bidiagonal matrix B
|
||||
for (int j = 0; j < n; j++) {
|
||||
// Step 1: Construct the Householder vector y
|
||||
float[] y = new float[m - j];
|
||||
for (int i = j; i < m; i++)
|
||||
y[i - j] = B[i, j];
|
||||
|
||||
// Step 2: Compute the norm and scalar alpha
|
||||
float norm = 0;
|
||||
for (int i = 0; i < y.Length; i++)
|
||||
norm += y[i] * y[i];
|
||||
norm = (float)Math.Sqrt(norm);
|
||||
|
||||
if (B[j, j] > 0)
|
||||
norm = -norm;
|
||||
|
||||
float r = (float)Math.Sqrt(0.5 * (norm * (norm + B[j, j])));
|
||||
|
||||
// Step 3: Apply the reflection to zero out below diagonal
|
||||
for (int k = j; k < n; k++) {
|
||||
float dot = 0;
|
||||
for (int i = j; i < m; i++)
|
||||
dot += y[i - j] * B[i, k];
|
||||
dot /= r;
|
||||
|
||||
for (int i = j; i < m; i++)
|
||||
B[i, k] -= 2 * dot * y[i - j];
|
||||
}
|
||||
|
||||
// Repeat steps for further columns if necessary
|
||||
}
|
||||
return new Matrix2(B);
|
||||
}
|
||||
|
||||
// QR Iteration for diagonalization of a bidiagonal matrix B
|
||||
public static (Matrix1 singularValues, Matrix2 U, Matrix2 Vt) QRIteration(Matrix2 B) {
|
||||
int m = B.nRows;
|
||||
int n = B.nCols;
|
||||
|
||||
Matrix2 U = new(m, m); // Left singular vectors (U)
|
||||
Matrix2 Vt = new(n, n); // Right singular vectors (V^T)
|
||||
float[] singularValues = new float[Math.Min(m, n)]; // Singular values
|
||||
|
||||
// Initialize U and Vt as identity matrices
|
||||
for (int i = 0; i < m; i++)
|
||||
U.data[i, i] = 1;
|
||||
for (int i = 0; i < n; i++)
|
||||
Vt.data[i, i] = 1;
|
||||
|
||||
// Perform QR iterations
|
||||
float tolerance = 1e-7f; //1e-12f; for double
|
||||
bool converged = false;
|
||||
while (!converged) {
|
||||
// Perform QR decomposition on the matrix B
|
||||
(Matrix2 Q, Matrix2 R) = QR.Decomposition(B);
|
||||
|
||||
// Update B to be the product Q * R //R * Q
|
||||
B = R * Q;
|
||||
|
||||
// Accumulate the transformations in U and Vt
|
||||
U *= Q;
|
||||
Vt *= R;
|
||||
|
||||
// Check convergence by looking at the off-diagonal elements of B
|
||||
converged = true;
|
||||
for (int i = 0; i < m - 1; i++) {
|
||||
for (int j = i + 1; j < n; j++) {
|
||||
if (Math.Abs(B.data[i, j]) > tolerance) {
|
||||
converged = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Extract singular values (diagonal elements of B)
|
||||
for (int i = 0; i < Math.Min(m, n); i++)
|
||||
singularValues[i] = B.data[i, i];
|
||||
|
||||
return (new Matrix1(singularValues), U, Vt);
|
||||
}
|
||||
|
||||
public static (Matrix2 U, Matrix1 S, Matrix2 Vt) Decomposition(Matrix2 A) {
|
||||
if (A.nRows != A.nCols)
|
||||
throw new ArgumentException("SVD: matrix A has to be square.");
|
||||
|
||||
Matrix2 B = Bidiagonalize(A);
|
||||
(Matrix1 S, Matrix2 U, Matrix2 Vt) = QRIteration(B);
|
||||
return (U, S, Vt);
|
||||
}
|
||||
}
|
||||
}
|
||||
261
LinearAlgebra/src/Direction.cs
Normal file
261
LinearAlgebra/src/Direction.cs
Normal file
@ -0,0 +1,261 @@
|
||||
using System;
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
using Vector3Float = UnityEngine.Vector3;
|
||||
#endif
|
||||
|
||||
namespace LinearAlgebra
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// A direction in 3D space
|
||||
/// </summary>
|
||||
/// A direction is represented using two angles:
|
||||
/// * The horizontal angle ranging from -180 (inclusive) to 180 (exclusive)
|
||||
/// degrees which is a rotation in the horizontal plane
|
||||
/// * A vertical angle ranging from -90 (inclusive) to 90 (exclusive) degrees
|
||||
/// which is the rotation in the up/down direction applied after the horizontal
|
||||
/// rotation has been applied.
|
||||
/// The angles are automatically normalized to stay within the abovenmentioned
|
||||
/// ranges.
|
||||
public struct Direction
|
||||
{
|
||||
/// @brief horizontal angle, range = (-180..180] degrees
|
||||
public AngleFloat horizontal;
|
||||
/// @brief vertical angle, range in degrees = (-90..90] degrees
|
||||
public AngleFloat vertical;
|
||||
|
||||
/// <summary>
|
||||
/// Create a new direction
|
||||
/// </summary>
|
||||
/// <param name="horizontal">The horizontal angle</param>
|
||||
/// <param name="vertical">The vertical angle</param>
|
||||
/// <remarks>The direction will be normalized automatically
|
||||
/// to ensure the angles are within the allowed ranges</remarks>
|
||||
public Direction(AngleFloat horizontal, AngleFloat vertical)
|
||||
{
|
||||
this.horizontal = horizontal;
|
||||
this.vertical = vertical;
|
||||
this.Normalize();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a direction using angle values in degrees
|
||||
/// </summary>
|
||||
/// <param name="horizontal">The horizontal angle in degrees</param>
|
||||
/// <param name="vertical">The vertical angle in degrees</param>
|
||||
/// <returns>The direction</returns>
|
||||
/// <remarks>The direction will be normalized automatically
|
||||
/// to ensure the angles are within the allowed ranges</remarks>
|
||||
public static Direction Degrees(float horizontal, float vertical)
|
||||
{
|
||||
Direction d = new()
|
||||
{
|
||||
horizontal = AngleFloat.Degrees(horizontal),
|
||||
vertical = AngleFloat.Degrees(vertical)
|
||||
};
|
||||
d.Normalize();
|
||||
return d;
|
||||
}
|
||||
/// <summary>
|
||||
/// Create a direction using angle values in radians
|
||||
/// </summary>
|
||||
/// <param name="horizontal">The horizontal angle in radians</param>
|
||||
/// <param name="vertical">The vertical angle in radians</param>
|
||||
/// <returns>The direction</returns>
|
||||
public static Direction Radians(float horizontal, float vertical)
|
||||
{
|
||||
Direction d = new()
|
||||
{
|
||||
horizontal = AngleFloat.Radians(horizontal),
|
||||
vertical = AngleFloat.Radians(vertical)
|
||||
};
|
||||
d.Normalize();
|
||||
return d;
|
||||
}
|
||||
|
||||
public override readonly string ToString() {
|
||||
return $"Direction(h: {this.horizontal}, v: {this.vertical})";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A forward direction with zero for both angles
|
||||
/// </summary>
|
||||
public readonly static Direction forward = Degrees(0, 0);
|
||||
/// <summary>
|
||||
/// A backward direction with horizontal angle -180 and zero vertical
|
||||
/// angle
|
||||
/// </summary>
|
||||
public readonly static Direction backward = Degrees(-180, 0);
|
||||
/// <summary>
|
||||
/// A upward direction with zero horizontal angle and vertical angle 90
|
||||
/// </summary>
|
||||
public readonly static Direction up = Degrees(0, 90);
|
||||
/// <summary>
|
||||
/// A downward direction with zero horizontal angle and vertical angle
|
||||
/// -90
|
||||
/// </summary>
|
||||
public readonly static Direction down = Degrees(0, -90);
|
||||
/// <summary>
|
||||
/// A left-pointing direction with horizontal angle -90 and zero
|
||||
/// vertical angle
|
||||
/// </summary>
|
||||
public readonly static Direction left = Degrees(-90, 0);
|
||||
/// <summary>
|
||||
/// A right-pointing direction with horizontal angle 90 and zero
|
||||
/// vertical angle
|
||||
/// </summary>
|
||||
public readonly static Direction right = Degrees(90, 0);
|
||||
|
||||
private void Normalize()
|
||||
{
|
||||
if (this.vertical > AngleFloat.deg90 || this.vertical < -AngleFloat.deg90)
|
||||
{
|
||||
this.horizontal += AngleFloat.deg180;
|
||||
this.vertical = AngleFloat.Degrees(180 - this.vertical.inDegrees);
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
/// <summary>
|
||||
/// Convert the direction into a carthesian vector
|
||||
/// </summary>
|
||||
/// <returns>The carthesian vector corresponding to this direction.</returns>
|
||||
public readonly UnityEngine.Vector3 ToVector3() {
|
||||
// Convert degrees to radians
|
||||
float radH = this.horizontal.inRadians;
|
||||
float radV = this.vertical.inRadians;
|
||||
|
||||
// Calculate Vector
|
||||
float cosV = MathF.Cos(radV);
|
||||
float sinV = MathF.Sin(radV);
|
||||
|
||||
float x = cosV * MathF.Sin(radH);
|
||||
float y = sinV;
|
||||
float z = cosV * MathF.Cos(radH);
|
||||
|
||||
return new UnityEngine.Vector3(x, y, z);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert a carthesian vector into a direction
|
||||
/// </summary>
|
||||
/// <param name="v">The carthesian vector</param>
|
||||
/// <returns>The direction</returns>
|
||||
/// <remarks>Information about the length of the carthesian vector is not
|
||||
/// included in this transformation</remarks>
|
||||
public static Direction FromVector3(UnityEngine.Vector3 v) {
|
||||
AngleFloat horizontal = AngleFloat.Atan2(v.x, v.z);
|
||||
AngleFloat vertical = AngleFloat.deg90 - AngleFloat.Acos(v.y);
|
||||
Direction d = new(horizontal, vertical);
|
||||
return d;
|
||||
}
|
||||
#else
|
||||
/// <summary>
|
||||
/// Convert the direction into a carthesian vector
|
||||
/// </summary>
|
||||
/// <returns>The carthesian vector corresponding to this direction.</returns>
|
||||
public readonly Vector3Float ToVector3() {
|
||||
// Quaternion q = Quaternion.Euler(90 - this.vertical.inDegrees, this.horizontal.inDegrees, 0);
|
||||
// Vector3Float v = q * Vector3Float.forward;
|
||||
// return v;
|
||||
|
||||
float radH = this.horizontal.inRadians;
|
||||
float radV = this.vertical.inRadians;
|
||||
|
||||
float cosV = MathF.Cos(radV);
|
||||
float sinV = MathF.Sin(radV);
|
||||
|
||||
float horizontal = cosV * MathF.Sin(radH);
|
||||
float vertical = sinV;
|
||||
float depth = cosV * MathF.Cos(radH);
|
||||
|
||||
return new Vector3Float(horizontal, vertical, depth);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert a carthesian vector into a direction
|
||||
/// </summary>
|
||||
/// <param name="v">The carthesian vector</param>
|
||||
/// <returns>The direction</returns>
|
||||
/// <remarks>Information about the length of the carthesian vector is not
|
||||
/// included in this transformation</remarks>
|
||||
public static Direction FromVector3(Vector3Float v)
|
||||
{
|
||||
AngleFloat horizontal = AngleFloat.Atan2(v.horizontal, v.depth);
|
||||
AngleFloat vertical = AngleFloat.deg90 - AngleFloat.Acos(v.vertical);
|
||||
Direction d = new(horizontal, vertical);
|
||||
return d;
|
||||
}
|
||||
#endif
|
||||
|
||||
public static Direction operator -(Direction d) {
|
||||
AngleFloat horizontal = d.horizontal + AngleFloat.deg180;
|
||||
AngleFloat vertical = -d.vertical;
|
||||
return new Direction(horizontal, vertical);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests the equality of two directions
|
||||
/// </summary>
|
||||
/// <param name="d1"></param>
|
||||
/// <param name="d2"></param>
|
||||
/// <returns>True when the direction angles are equal, false otherwise.</returns>
|
||||
public static bool operator ==(Direction d1, Direction d2)
|
||||
{
|
||||
bool horizontalEq = d1.horizontal == d2.horizontal;
|
||||
bool verticalEq = d1.vertical == d2.vertical;
|
||||
return horizontalEq && verticalEq;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests the inequality of two directions
|
||||
/// </summary>
|
||||
/// <param name="d1"></param>
|
||||
/// <param name="d2"></param>
|
||||
/// <returns>True when the direction angles are not equal, false otherwise.</returns>
|
||||
public static bool operator !=(Direction d1, Direction d2)
|
||||
{
|
||||
bool horizontalNEq = d1.horizontal != d2.horizontal;
|
||||
bool verticalNEq = d1.vertical != d2.vertical;
|
||||
return horizontalNEq || verticalNEq;
|
||||
}
|
||||
|
||||
public override readonly bool Equals(object obj)
|
||||
{
|
||||
if (obj is not Direction d)
|
||||
return false;
|
||||
|
||||
bool horizontalEq = this.horizontal == d.horizontal;
|
||||
bool verticalEq = this.vertical == d.vertical;
|
||||
return horizontalEq && verticalEq;
|
||||
}
|
||||
|
||||
|
||||
public override readonly int GetHashCode()
|
||||
{
|
||||
return HashCode.Combine(horizontal, vertical);
|
||||
}
|
||||
|
||||
public static AngleFloat UnsignedAngle(Direction d1, Direction d2) {
|
||||
// Convert angles from degrees to radians
|
||||
float horizontal1Rad = d1.horizontal.inRadians;
|
||||
float vertical1Rad = d1.vertical.inRadians;
|
||||
|
||||
float horizontal2Rad = d2.horizontal.inRadians;
|
||||
float vertical2Rad = d2.vertical.inRadians;
|
||||
|
||||
// Calculate the cosine of the angle using the spherical law of cosines
|
||||
float cosTheta = MathF.Sin(vertical1Rad) * MathF.Sin(vertical2Rad) +
|
||||
MathF.Cos(vertical1Rad) * MathF.Cos(vertical2Rad) *
|
||||
MathF.Cos(horizontal1Rad - horizontal2Rad);
|
||||
|
||||
// Clip cosTheta to the valid range for acos
|
||||
cosTheta = Float.Clamp(cosTheta, -1.0f, 1.0f);
|
||||
|
||||
// Calculate the angle
|
||||
AngleFloat angle = AngleFloat.Acos(cosTheta);
|
||||
return angle;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
41
LinearAlgebra/src/Float.cs
Normal file
41
LinearAlgebra/src/Float.cs
Normal file
@ -0,0 +1,41 @@
|
||||
namespace LinearAlgebra {
|
||||
|
||||
/// <summary>
|
||||
/// Float number utilities
|
||||
/// </summary>
|
||||
public class Float {
|
||||
/// <summary>
|
||||
/// The precision of float numbers
|
||||
/// </summary>
|
||||
public const float epsilon = 1E-05f;
|
||||
/// <summary>
|
||||
/// The square of the float number precision
|
||||
/// </summary>
|
||||
public const float sqrEpsilon = 1e-10f;
|
||||
|
||||
/// <summary>
|
||||
/// Clamp the value between the given minimum and maximum values
|
||||
/// </summary>
|
||||
/// <param name="f">The value to clamp</param>
|
||||
/// <param name="min">The minimum value</param>
|
||||
/// <param name="max">The maximum value</param>
|
||||
/// <returns>The clamped value</returns>
|
||||
public static float Clamp(float f, float min, float max) {
|
||||
if (f < min)
|
||||
return min;
|
||||
if (f > max)
|
||||
return max;
|
||||
return f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clamp the value between to the interval [0..1]
|
||||
/// </summary>
|
||||
/// <param name="f">The value to clamp</param>
|
||||
/// <returns>The clamped value</returns>
|
||||
public static float Clamp01(float f) {
|
||||
return Clamp(f, 0, 1);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
14
LinearAlgebra/src/LinearAlgebra.csproj
Normal file
14
LinearAlgebra/src/LinearAlgebra.csproj
Normal file
@ -0,0 +1,14 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
|
||||
<GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
|
||||
<PackageReference Include="NUnit" Version="3.13.2" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
689
LinearAlgebra/src/Matrix.cs
Normal file
689
LinearAlgebra/src/Matrix.cs
Normal file
@ -0,0 +1,689 @@
|
||||
using System;
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
using Vector3Float = UnityEngine.Vector3;
|
||||
using Vector2Float = UnityEngine.Vector2;
|
||||
using Quaternion = UnityEngine.Quaternion;
|
||||
#endif
|
||||
|
||||
namespace LinearAlgebra {
|
||||
|
||||
public readonly struct Slice
|
||||
{
|
||||
public int start { get; }
|
||||
public int stop { get; }
|
||||
public Slice(int start, int stop)
|
||||
{
|
||||
this.start = start;
|
||||
this.stop = stop;
|
||||
}
|
||||
}
|
||||
|
||||
public class Matrix2 {
|
||||
public float[,] data { get; }
|
||||
|
||||
public int nRows => data.GetLength(0);
|
||||
public int nCols => data.GetLength(1);
|
||||
|
||||
public Matrix2(int nRows, int nCols)
|
||||
{
|
||||
this.data = new float[nRows, nCols];
|
||||
}
|
||||
public Matrix2(float[,] data) {
|
||||
this.data = data;
|
||||
}
|
||||
|
||||
public Matrix2 Clone() {
|
||||
float[,] data = new float[this.nRows, nCols];
|
||||
for (int rowIx = 0; rowIx < this.nRows; rowIx++) {
|
||||
for (int colIx = 0; colIx < this.nCols; colIx++)
|
||||
data[rowIx, colIx] = this.data[rowIx, colIx];
|
||||
}
|
||||
return new Matrix2(data);
|
||||
}
|
||||
|
||||
public static Matrix2 Zero(int nRows, int nCols)
|
||||
{
|
||||
return new Matrix2(nRows, nCols);
|
||||
}
|
||||
|
||||
public static Matrix2 FromVector3(Vector3Float v) {
|
||||
float[,] result = new float[3, 1];
|
||||
result[0, 0] = v.horizontal;
|
||||
result[1, 0] = v.vertical;
|
||||
result[2, 0] = v.depth;
|
||||
return new Matrix2(result);
|
||||
}
|
||||
|
||||
public static Matrix2 Identity(int size)
|
||||
{
|
||||
return Diagonal(1, size);
|
||||
}
|
||||
public static Matrix2 Identity(int nRows, int nCols)
|
||||
{
|
||||
Matrix2 m = Zero(nRows, nCols);
|
||||
m.FillDiagonal(1);
|
||||
return m;
|
||||
}
|
||||
|
||||
public static Matrix2 Diagonal(Matrix1 v) {
|
||||
float[,] resultData = new float[v.size, v.size];
|
||||
for (int ix = 0; ix < v.size; ix++)
|
||||
resultData[ix, ix] = v.data[ix];
|
||||
return new Matrix2(resultData);
|
||||
}
|
||||
public static Matrix2 Diagonal(float f, int size)
|
||||
{
|
||||
float[,] resultData = new float[size, size];
|
||||
for (int ix = 0; ix < size; ix++)
|
||||
resultData[ix, ix] = f;
|
||||
return new Matrix2(resultData);
|
||||
}
|
||||
public void FillDiagonal(Matrix1 v)
|
||||
{
|
||||
int n = (int)Math.Min(Math.Min(this.nRows, this.nCols), v.size);
|
||||
for (int ix = 0; ix < n; ix++)
|
||||
this.data[ix, ix] = v.data[ix];
|
||||
}
|
||||
public void FillDiagonal(float f)
|
||||
{
|
||||
int n = Math.Min(this.nRows, this.nCols);
|
||||
for (int ix = 0; ix < n; ix++)
|
||||
this.data[ix, ix] = f;
|
||||
}
|
||||
|
||||
public static Matrix2 SkewMatrix(Vector3Float v) {
|
||||
float[,] result = new float[3, 3] {
|
||||
{0, -v.depth, v.vertical},
|
||||
{v.depth, 0, -v.horizontal},
|
||||
{-v.vertical, v.horizontal, 0}
|
||||
};
|
||||
return new Matrix2(result);
|
||||
}
|
||||
|
||||
public Matrix1 GetRow(int rowIx) {
|
||||
float[] row = new float[this.nCols];
|
||||
for (int colIx = 0; colIx < this.nCols; colIx++) {
|
||||
row[colIx] = this.data[rowIx, colIx];
|
||||
}
|
||||
return new Matrix1(row);
|
||||
}
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
public UnityEngine.Vector3 GetRow3(int rowIx) {
|
||||
int cols = this.nCols;
|
||||
UnityEngine.Vector3 row = new() {
|
||||
x = this.data[rowIx, 0],
|
||||
y = this.data[rowIx, 1],
|
||||
z = this.data[rowIx, 2]
|
||||
};
|
||||
return row;
|
||||
}
|
||||
#endif
|
||||
public void SetRow(int rowIx, Matrix1 v) {
|
||||
for (uint ix = 0; ix < v.size; ix++)
|
||||
this.data[rowIx, ix] = v.data[ix];
|
||||
}
|
||||
public void SetRow3(int rowIx, Vector3Float v) {
|
||||
this.data[rowIx, 0] = v.horizontal;
|
||||
this.data[rowIx, 1] = v.vertical;
|
||||
this.data[rowIx, 2] = v.depth;
|
||||
}
|
||||
|
||||
public void SwapRows(int row1, int row2) {
|
||||
for (uint ix = 0; ix < this.nCols; ix++) {
|
||||
float temp = this.data[row1, ix];
|
||||
this.data[row1, ix] = this.data[row2, ix];
|
||||
this.data[row2, ix] = temp;
|
||||
}
|
||||
}
|
||||
|
||||
public Matrix1 GetColumn(int colIx)
|
||||
{
|
||||
float[] column = new float[this.nRows];
|
||||
for (int i = 0; i < this.nRows; i++) {
|
||||
column[i] = this.data[i, colIx];
|
||||
}
|
||||
return new Matrix1(column);
|
||||
}
|
||||
public void SetColumn(int colIx, Matrix1 v) {
|
||||
for (uint ix = 0; ix < v.size; ix++)
|
||||
this.data[ix, colIx] = v.data[ix];
|
||||
}
|
||||
public void SetColumn(int colIx, Vector3Float v) {
|
||||
this.data[0, colIx] = v.horizontal;
|
||||
this.data[1, colIx] = v.vertical;
|
||||
this.data[2, colIx] = v.depth;
|
||||
}
|
||||
|
||||
public static bool AllClose(Matrix2 A, Matrix2 B, float atol = 1e-08f) {
|
||||
for (int i = 0; i < A.nRows; i++) {
|
||||
for (int j = 0; j < A.nCols; j++) {
|
||||
float d = MathF.Abs(A.data[i, j] - B.data[i, j]);
|
||||
if (d > atol)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public Matrix2 Transpose() {
|
||||
float[,] resultData = new float[this.nCols, this.nRows];
|
||||
for (uint rowIx = 0; rowIx < this.nRows; rowIx++) {
|
||||
for (uint colIx = 0; colIx < this.nCols; colIx++)
|
||||
resultData[colIx, rowIx] = this.data[rowIx, colIx];
|
||||
}
|
||||
return new Matrix2(resultData);
|
||||
// double checked code
|
||||
}
|
||||
public Matrix2 transposed {
|
||||
get => Transpose();
|
||||
}
|
||||
|
||||
public static Matrix2 operator -(Matrix2 m) {
|
||||
float[,] result = new float[m.nRows, m.nCols];
|
||||
|
||||
for (int i = 0; i < m.nRows; i++) {
|
||||
for (int j = 0; j < m.nCols; j++)
|
||||
result[i, j] = -m.data[i, j];
|
||||
}
|
||||
return new Matrix2(result);
|
||||
}
|
||||
|
||||
public static Matrix2 operator -(Matrix2 A, Matrix2 B) {
|
||||
if (A.nRows != B.nRows || A.nCols != B.nCols)
|
||||
throw new System.ArgumentException("Size of A must match size of B.");
|
||||
|
||||
float[,] result = new float[A.nRows, B.nCols];
|
||||
|
||||
for (int i = 0; i < A.nRows; i++) {
|
||||
for (int j = 0; j < A.nCols; j++)
|
||||
result[i, j] = A.data[i, j] - B.data[i, j];
|
||||
}
|
||||
return new Matrix2(result);
|
||||
}
|
||||
|
||||
public static Matrix2 operator +(Matrix2 A, Matrix2 B) {
|
||||
if (A.nRows != B.nRows || A.nCols != B.nCols)
|
||||
throw new System.ArgumentException("Size of A must match size of B.");
|
||||
|
||||
float[,] result = new float[A.nRows, B.nCols];
|
||||
|
||||
for (int i = 0; i < A.nRows; i++) {
|
||||
for (int j = 0; j < A.nCols; j++)
|
||||
result[i, j] = A.data[i, j] + B.data[i, j];
|
||||
}
|
||||
return new Matrix2(result);
|
||||
}
|
||||
|
||||
public static Matrix2 operator *(Matrix2 A, Matrix2 B) {
|
||||
if (A.nCols != B.nRows)
|
||||
throw new System.ArgumentException("Number of columns in A must match number of rows in B.");
|
||||
|
||||
float[,] result = new float[A.nRows, B.nCols];
|
||||
|
||||
for (int i = 0; i < A.nRows; i++) {
|
||||
for (int j = 0; j < B.nCols; j++) {
|
||||
float sum = 0.0f;
|
||||
for (int k = 0; k < A.nCols; k++)
|
||||
sum += A.data[i, k] * B.data[k, j];
|
||||
|
||||
result[i, j] = sum;
|
||||
}
|
||||
}
|
||||
|
||||
return new Matrix2(result);
|
||||
// double checked code
|
||||
}
|
||||
|
||||
public static Matrix1 operator *(Matrix2 A, Matrix1 v) {
|
||||
float[] result = new float[A.nRows];
|
||||
|
||||
for (int i = 0; i < A.nRows; i++) {
|
||||
for (int j = 0; j < A.nCols; j++) {
|
||||
result[i] += A.data[i, j] * v.data[j];
|
||||
}
|
||||
}
|
||||
|
||||
return new Matrix1(result);
|
||||
}
|
||||
|
||||
public static Vector3Float operator *(Matrix2 A, Vector3Float v) {
|
||||
return new Vector3Float(
|
||||
A.data[0, 0] * v.horizontal + A.data[0, 1] * v.vertical + A.data[0, 2] * v.depth,
|
||||
A.data[1, 0] * v.horizontal + A.data[1, 1] * v.vertical + A.data[1, 2] * v.depth,
|
||||
A.data[2, 0] * v.horizontal + A.data[2, 1] * v.vertical + A.data[2, 2] * v.depth
|
||||
);
|
||||
}
|
||||
|
||||
public static Matrix2 operator *(Matrix2 A, float s) {
|
||||
float[,] result = new float[A.nRows, A.nCols];
|
||||
|
||||
for (int i = 0; i < A.nRows; i++) {
|
||||
for (int j = 0; j < A.nCols; j++)
|
||||
result[i, j] = A.data[i, j] * s;
|
||||
}
|
||||
|
||||
return new Matrix2(result);
|
||||
}
|
||||
public static Matrix2 operator *(float s, Matrix2 A) {
|
||||
return A * s;
|
||||
}
|
||||
|
||||
public static Matrix2 operator /(Matrix2 A, float s) {
|
||||
float[,] result = new float[A.nRows, A.nCols];
|
||||
|
||||
for (int i = 0; i < A.nRows; i++) {
|
||||
for (int j = 0; j < A.nCols; j++)
|
||||
result[i, j] = A.data[i, j] / s;
|
||||
}
|
||||
|
||||
return new Matrix2(result);
|
||||
}
|
||||
public static Matrix2 operator /(float s, Matrix2 A) {
|
||||
float[,] result = new float[A.nRows, A.nCols];
|
||||
|
||||
for (int i = 0; i < A.nRows; i++) {
|
||||
for (int j = 0; j < A.nCols; j++)
|
||||
result[i, j] = s / A.data[i, j];
|
||||
}
|
||||
|
||||
return new Matrix2(result);
|
||||
}
|
||||
|
||||
public Matrix2 GetRows(Slice slice) {
|
||||
return GetRows(slice.start, slice.stop);
|
||||
}
|
||||
public Matrix2 GetRows(int from, int to) {
|
||||
if (from < 0 || to >= this.nRows)
|
||||
throw new System.ArgumentException("Slice index out of range.");
|
||||
|
||||
float[,] result = new float[to - from, this.nCols];
|
||||
int resultRowIx = 0;
|
||||
for (int rowIx = from; rowIx < to; rowIx++) {
|
||||
for (int colIx = 0; colIx < this.nCols; colIx++)
|
||||
result[resultRowIx, colIx] = this.data[rowIx, colIx];
|
||||
|
||||
resultRowIx++;
|
||||
}
|
||||
|
||||
return new Matrix2(result);
|
||||
}
|
||||
|
||||
public Matrix2 Slice(Slice slice)
|
||||
{
|
||||
return Slice(slice.start, slice.stop);
|
||||
}
|
||||
public Matrix2 Slice(int from, int to)
|
||||
{
|
||||
if (from < 0 || to >= this.nRows)
|
||||
throw new System.ArgumentException("Slice index out of range.");
|
||||
|
||||
float[,] result = new float[to - from, this.nCols];
|
||||
int resultRowIx = 0;
|
||||
for (int rowIx = from; rowIx < to; rowIx++)
|
||||
{
|
||||
for (int colIx = 0; colIx < this.nCols; colIx++)
|
||||
{
|
||||
result[resultRowIx, colIx] = this.data[rowIx, colIx];
|
||||
}
|
||||
resultRowIx++;
|
||||
}
|
||||
|
||||
return new Matrix2(result);
|
||||
}
|
||||
public Matrix2 Slice(Slice rowRange, Slice colRange) {
|
||||
return Slice((rowRange.start, rowRange.stop), (colRange.start, colRange.stop));
|
||||
}
|
||||
public Matrix2 Slice((int start, int stop) rowRange, (int start, int stop) colRange)
|
||||
{
|
||||
float[,] result = new float[rowRange.stop - rowRange.start, colRange.stop - colRange.start];
|
||||
|
||||
int resultRowIx = 0;
|
||||
int resultColIx = 0;
|
||||
for (int i = rowRange.start; i < rowRange.stop; i++)
|
||||
{
|
||||
for (int j = colRange.start; j < colRange.stop; j++)
|
||||
result[resultRowIx, resultColIx] = this.data[i, j];
|
||||
}
|
||||
return new Matrix2(result);
|
||||
}
|
||||
|
||||
public void UpdateSlice(Slice slice, Matrix2 m) {
|
||||
UpdateSlice((slice.start, slice.stop), m);
|
||||
}
|
||||
public void UpdateSlice((int start, int stop) slice, Matrix2 m) {
|
||||
// if (slice.start == slice.stop)
|
||||
// Console.WriteLine("WARNING: no data is updates when start equals stop in a slice!");
|
||||
int mRowIx = 0;
|
||||
for (int rowIx = slice.start; rowIx < slice.stop; rowIx++, mRowIx++) {
|
||||
for (int colIx = 0; colIx < this.nCols; colIx++)
|
||||
this.data[rowIx, colIx] = m.data[mRowIx, colIx];
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateSlice(Slice rowRange, Slice colRange, Matrix2 m)
|
||||
{
|
||||
UpdateSlice((rowRange.start, rowRange.stop), (colRange.start, colRange.stop), m);
|
||||
}
|
||||
public void UpdateSlice((int start, int stop) rowRange, (int start, int stop) colRange, Matrix2 m)
|
||||
{
|
||||
for (int i = rowRange.start; i < rowRange.stop; i++)
|
||||
{
|
||||
for (int j = colRange.start; j < colRange.stop; j++)
|
||||
this.data[i, j] = m.data[i - rowRange.start, j - colRange.start];
|
||||
}
|
||||
}
|
||||
|
||||
public Matrix2 Inverse() {
|
||||
Matrix2 A = this;
|
||||
// unchecked
|
||||
int n = A.nRows;
|
||||
|
||||
// Create an identity matrix of the same size as the original matrix
|
||||
float[,] augmentedMatrix = new float[n, 2 * n];
|
||||
for (int i = 0; i < n; i++) {
|
||||
for (int j = 0; j < n; j++) {
|
||||
augmentedMatrix[i, j] = A.data[i, j];
|
||||
augmentedMatrix[i, j + n] = (i == j) ? 1 : 0; // Identity matrix
|
||||
}
|
||||
}
|
||||
|
||||
// Perform Gaussian elimination
|
||||
for (int i = 0; i < n; i++) {
|
||||
// Find the pivot row
|
||||
float pivot = augmentedMatrix[i, i];
|
||||
if (Math.Abs(pivot) < 1e-10) // Check for singular matrix
|
||||
throw new InvalidOperationException("Matrix is singular and cannot be inverted.");
|
||||
|
||||
// Normalize the pivot row
|
||||
for (int j = 0; j < 2 * n; j++)
|
||||
augmentedMatrix[i, j] /= pivot;
|
||||
|
||||
// Eliminate the column below the pivot
|
||||
for (int j = i + 1; j < n; j++) {
|
||||
float factor = augmentedMatrix[j, i];
|
||||
for (int k = 0; k < 2 * n; k++)
|
||||
augmentedMatrix[j, k] -= factor * augmentedMatrix[i, k];
|
||||
}
|
||||
}
|
||||
|
||||
// Back substitution
|
||||
for (int i = n - 1; i >= 0; i--)
|
||||
{
|
||||
// Eliminate the column above the pivot
|
||||
for (int j = i - 1; j >= 0; j--)
|
||||
{
|
||||
float factor = augmentedMatrix[j, i];
|
||||
for (int k = 0; k < 2 * n; k++)
|
||||
augmentedMatrix[j, k] -= factor * augmentedMatrix[i, k];
|
||||
}
|
||||
}
|
||||
|
||||
// Extract the inverse matrix from the augmented matrix
|
||||
float[,] inverse = new float[n, n];
|
||||
for (int i = 0; i < n; i++) {
|
||||
for (int j = 0; j < n; j++)
|
||||
inverse[i, j] = augmentedMatrix[i, j + n];
|
||||
}
|
||||
|
||||
return new Matrix2(inverse);
|
||||
}
|
||||
|
||||
public float Determinant()
|
||||
{
|
||||
int n = this.nRows;
|
||||
if (n != this.nCols)
|
||||
throw new System.ArgumentException("Matrix must be square.");
|
||||
|
||||
if (n == 1)
|
||||
return this.data[0, 0]; // Base case for 1x1 matrix
|
||||
|
||||
if (n == 2) // Base case for 2x2 matrix
|
||||
return this.data[0, 0] * this.data[1, 1] - this.data[0, 1] * this.data[1, 0];
|
||||
|
||||
float det = 0;
|
||||
for (int col = 0; col < n; col++)
|
||||
det += (col % 2 == 0 ? 1 : -1) * this.data[0, col] * this.Minor(0, col).Determinant();
|
||||
|
||||
return det;
|
||||
}
|
||||
|
||||
// Helper function to compute the minor of a matrix
|
||||
private Matrix2 Minor(int rowToRemove, int colToRemove)
|
||||
{
|
||||
int n = this.nRows;
|
||||
float[,] minor = new float[n - 1, n - 1];
|
||||
|
||||
int r = 0, c = 0;
|
||||
for (int i = 0; i < n; i++) {
|
||||
if (i == rowToRemove) continue;
|
||||
|
||||
c = 0;
|
||||
for (int j = 0; j < n; j++) {
|
||||
if (j == colToRemove) continue;
|
||||
|
||||
minor[r, c] = this.data[i, j];
|
||||
c++;
|
||||
}
|
||||
r++;
|
||||
}
|
||||
|
||||
return new Matrix2(minor);
|
||||
}
|
||||
|
||||
public static Matrix2 DeleteRows(Matrix2 A, Slice rowRange) {
|
||||
float[,] result = new float[A.nRows - (rowRange.stop - rowRange.start), A.nCols];
|
||||
|
||||
int resultRowIx = 0;
|
||||
for (int i = 0; i < A.nRows; i++) {
|
||||
if (i >= rowRange.start && i < rowRange.stop)
|
||||
continue;
|
||||
|
||||
for (int j = 0; j < A.nCols; j++)
|
||||
result[resultRowIx, j] = A.data[i, j];
|
||||
|
||||
resultRowIx++;
|
||||
}
|
||||
return new Matrix2(result);
|
||||
}
|
||||
|
||||
internal static Matrix2 DeleteColumns(Matrix2 A, Slice colRange) {
|
||||
float[,] result = new float[A.nRows, A.nCols - (colRange.stop - colRange.start)];
|
||||
|
||||
for (int i = 0; i < A.nRows; i++) {
|
||||
int resultColIx = 0;
|
||||
for (int j = 0; j < A.nCols; j++) {
|
||||
if (j >= colRange.start && j < colRange.stop)
|
||||
continue;
|
||||
|
||||
result[i, resultColIx++] = A.data[i, j];
|
||||
}
|
||||
}
|
||||
return new Matrix2(result);
|
||||
}
|
||||
}
|
||||
|
||||
public class Matrix1
|
||||
{
|
||||
public float[] data { get; }
|
||||
|
||||
public int size => data.GetLength(0);
|
||||
|
||||
public Matrix1(int size)
|
||||
{
|
||||
this.data = new float[size];
|
||||
}
|
||||
|
||||
public Matrix1(float[] data) {
|
||||
this.data = data;
|
||||
}
|
||||
|
||||
public static Matrix1 Zero(int size)
|
||||
{
|
||||
return new Matrix1(size);
|
||||
}
|
||||
|
||||
public static Matrix1 FromVector2(Vector2Float v) {
|
||||
float[] result = new float[2];
|
||||
result[0] = v.horizontal;
|
||||
result[1] = v.vertical;
|
||||
return new Matrix1(result);
|
||||
}
|
||||
|
||||
public static Matrix1 FromVector3(Vector3Float v) {
|
||||
float[] result = new float[3];
|
||||
result[0] = v.horizontal;
|
||||
result[1] = v.vertical;
|
||||
result[2] = v.depth;
|
||||
return new Matrix1(result);
|
||||
}
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
public static Matrix1 FromQuaternion(Quaternion q) {
|
||||
float[] result = new float[4];
|
||||
result[0] = q.x;
|
||||
result[1] = q.y;
|
||||
result[2] = q.z;
|
||||
result[3] = q.w;
|
||||
return new Matrix1(result);
|
||||
}
|
||||
#endif
|
||||
|
||||
public Vector2Float vector2 {
|
||||
get {
|
||||
if (this.size != 2)
|
||||
throw new System.ArgumentException("Matrix1 must be of size 2");
|
||||
return new Vector2Float(this.data[0], this.data[1]);
|
||||
}
|
||||
}
|
||||
public Vector3Float vector3 {
|
||||
get {
|
||||
if (this.size != 3)
|
||||
throw new System.ArgumentException("Matrix1 must be of size 3");
|
||||
return new Vector3Float(this.data[0], this.data[1], this.data[2]);
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
public Quaternion quaternion {
|
||||
get {
|
||||
if (this.size != 4)
|
||||
throw new System.ArgumentException("Matrix1 must be of size 4");
|
||||
return new Quaternion(this.data[0], this.data[1], this.data[2], this.data[3]);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
public Matrix1 Clone() {
|
||||
float[] data = new float[this.size];
|
||||
for (int rowIx = 0; rowIx < this.size; rowIx++)
|
||||
data[rowIx] = this.data[rowIx];
|
||||
return new Matrix1(data);
|
||||
}
|
||||
|
||||
|
||||
public float magnitude {
|
||||
get {
|
||||
float sum = 0;
|
||||
foreach (var elm in data)
|
||||
sum += elm;
|
||||
return sum / data.Length;
|
||||
}
|
||||
}
|
||||
public static Matrix1 operator +(Matrix1 A, Matrix1 B) {
|
||||
if (A.size != B.size)
|
||||
throw new System.ArgumentException("Size of A must match size of B.");
|
||||
|
||||
float[] result = new float[A.size];
|
||||
|
||||
for (int i = 0; i < A.size; i++) {
|
||||
result[i] = A.data[i] + B.data[i];
|
||||
}
|
||||
return new Matrix1(result);
|
||||
}
|
||||
|
||||
public Matrix2 Transpose() {
|
||||
float[,] r = new float[1, this.size];
|
||||
for (uint colIx = 0; colIx < this.size; colIx++)
|
||||
r[1, colIx] = this.data[colIx];
|
||||
|
||||
return new Matrix2(r);
|
||||
}
|
||||
|
||||
public static float Dot(Matrix1 a, Matrix1 b) {
|
||||
if (a.size != b.size)
|
||||
throw new System.ArgumentException("Vectors must be of the same length.");
|
||||
|
||||
float result = 0.0f;
|
||||
for (int i = 0; i < a.size; i++) {
|
||||
result += a.data[i] * b.data[i];
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
public static Matrix1 operator -(Matrix1 A, Matrix1 B) {
|
||||
if (A.size != B.size)
|
||||
throw new System.ArgumentException("Size of A must match size of B.");
|
||||
|
||||
float[] result = new float[A.size];
|
||||
|
||||
for (int i = 0; i < A.size; i++) {
|
||||
result[i] = A.data[i] - B.data[i];
|
||||
}
|
||||
return new Matrix1(result);
|
||||
}
|
||||
|
||||
public static Matrix1 operator *(Matrix1 A, float f)
|
||||
{
|
||||
float[] result = new float[A.size];
|
||||
|
||||
for (int i = 0; i < A.size; i++)
|
||||
result[i] += A.data[i] * f;
|
||||
|
||||
return new Matrix1(result);
|
||||
}
|
||||
public static Matrix1 operator *(float f, Matrix1 A) {
|
||||
return A * f;
|
||||
}
|
||||
|
||||
public static Matrix1 operator /(Matrix1 A, float f) {
|
||||
float[] result = new float[A.size];
|
||||
|
||||
for (int i = 0; i < A.size; i++)
|
||||
result[i] = A.data[i] / f;
|
||||
|
||||
return new Matrix1(result);
|
||||
}
|
||||
public static Matrix1 operator /(float f, Matrix1 A) {
|
||||
float[] result = new float[A.size];
|
||||
|
||||
for (int i = 0; i < A.size; i++)
|
||||
result[i] = f / A.data[i];
|
||||
|
||||
return new Matrix1(result);
|
||||
}
|
||||
|
||||
public Matrix1 Slice(Slice range)
|
||||
{
|
||||
return Slice(range.start, range.stop);
|
||||
}
|
||||
public Matrix1 Slice(int from, int to)
|
||||
{
|
||||
if (from < 0 || to >= this.size)
|
||||
throw new System.ArgumentException("Slice index out of range.");
|
||||
|
||||
float[] result = new float[to - from];
|
||||
int resultIx = 0;
|
||||
for (int ix = from; ix < to; ix++)
|
||||
result[resultIx++] = this.data[ix];
|
||||
|
||||
return new Matrix1(result);
|
||||
}
|
||||
public void UpdateSlice(Slice slice, Matrix1 v) {
|
||||
int vIx = 0;
|
||||
for (int ix = slice.start; ix < slice.stop; ix++, vIx++)
|
||||
this.data[ix] = v.data[vIx];
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
87
LinearAlgebra/src/Quat32.cs
Normal file
87
LinearAlgebra/src/Quat32.cs
Normal file
@ -0,0 +1,87 @@
|
||||
using System;
|
||||
|
||||
namespace LinearAlgebra {
|
||||
public class Quat32 {
|
||||
public float x;
|
||||
public float y;
|
||||
public float z;
|
||||
public float w;
|
||||
|
||||
public Quat32() {
|
||||
this.x = 0;
|
||||
this.y = 0;
|
||||
this.z = 0;
|
||||
this.w = 1;
|
||||
}
|
||||
|
||||
public Quat32(float x, float y, float z, float w) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
this.w = w;
|
||||
}
|
||||
|
||||
public static Quat32 FromSwingTwist(SwingTwist s) {
|
||||
Quat32 q32 = Quat32.Euler(-s.swing.vertical.inDegrees, s.swing.horizontal.inDegrees, s.twist.inDegrees);
|
||||
return q32;
|
||||
}
|
||||
|
||||
public static Quat32 Euler(float yaw, float pitch, float roll) {
|
||||
float rollOver2 = roll * AngleFloat.Deg2Rad * 0.5f;
|
||||
float sinRollOver2 = (float)Math.Sin((float)rollOver2);
|
||||
float cosRollOver2 = (float)Math.Cos((float)rollOver2);
|
||||
float pitchOver2 = pitch * 0.5f;
|
||||
float sinPitchOver2 = (float)Math.Sin((float)pitchOver2);
|
||||
float cosPitchOver2 = (float)Math.Cos((float)pitchOver2);
|
||||
float yawOver2 = yaw * 0.5f;
|
||||
float sinYawOver2 = (float)Math.Sin((float)yawOver2);
|
||||
float cosYawOver2 = (float)Math.Cos((float)yawOver2);
|
||||
Quat32 result = new Quat32() {
|
||||
w = cosYawOver2 * cosPitchOver2 * cosRollOver2 +
|
||||
sinYawOver2 * sinPitchOver2 * sinRollOver2,
|
||||
x = sinYawOver2 * cosPitchOver2 * cosRollOver2 +
|
||||
cosYawOver2 * sinPitchOver2 * sinRollOver2,
|
||||
y = cosYawOver2 * sinPitchOver2 * cosRollOver2 -
|
||||
sinYawOver2 * cosPitchOver2 * sinRollOver2,
|
||||
z = cosYawOver2 * cosPitchOver2 * sinRollOver2 -
|
||||
sinYawOver2 * sinPitchOver2 * cosRollOver2
|
||||
};
|
||||
return result;
|
||||
}
|
||||
|
||||
public void ToAngles(out float right, out float up, out float forward) {
|
||||
float test = this.x * this.y + this.z * this.w;
|
||||
if (test > 0.499f) { // singularity at north pole
|
||||
right = 0;
|
||||
up = 2 * (float)Math.Atan2(this.x, this.w) * AngleFloat.Rad2Deg;
|
||||
forward = 90;
|
||||
return;
|
||||
//return Vector3(0, 2 * (float)atan2(this.x, this.w) * Angle.Rad2Deg, 90);
|
||||
}
|
||||
else if (test < -0.499f) { // singularity at south pole
|
||||
right = 0;
|
||||
up = -2 * (float)Math.Atan2(this.x, this.w) * AngleFloat.Rad2Deg;
|
||||
forward = -90;
|
||||
return;
|
||||
//return Vector3(0, -2 * (float)atan2(this.x, this.w) * Angle.Rad2Deg, -90);
|
||||
}
|
||||
else {
|
||||
float sqx = this.x * this.x;
|
||||
float sqy = this.y * this.y;
|
||||
float sqz = this.z * this.z;
|
||||
|
||||
right = (float)Math.Atan2(2 * this.x * this.w - 2 * this.y * this.z, 1 - 2 * sqx - 2 * sqz) * AngleFloat.Rad2Deg;
|
||||
up = (float)Math.Atan2(2 * this.y * this.w - 2 * this.x * this.z, 1 - 2 * sqy - 2 * sqz) * AngleFloat.Rad2Deg;
|
||||
forward = (float)Math.Asin(2 * test) * AngleFloat.Rad2Deg;
|
||||
return;
|
||||
// return Vector3(
|
||||
// atan2f(2 * this.x * this.w - 2 * this.y * this.z, 1 - 2 * sqx - 2 * sqz) *
|
||||
// Rad2Deg,
|
||||
// atan2f(2 * this.y * this.w - 2 * this.x * this.z, 1 - 2 * sqy - 2 * sqz) *
|
||||
// Rad2Deg,
|
||||
// asinf(2 * test) * Angle.Rad2Deg);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
582
LinearAlgebra/src/Quaternion.cs
Normal file
582
LinearAlgebra/src/Quaternion.cs
Normal file
@ -0,0 +1,582 @@
|
||||
using System;
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
using Quaternion = UnityEngine.Quaternion;
|
||||
#endif
|
||||
|
||||
namespace LinearAlgebra {
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
public class QuaternionExtensions {
|
||||
public static Quaternion Reflect(Quaternion q) {
|
||||
return new(-q.x, -q.y, -q.z, q.w);
|
||||
}
|
||||
|
||||
public static Matrix2 ToRotationMatrix(Quaternion q) {
|
||||
float w = q.x, x = q.y, y = q.z, z = q.w;
|
||||
|
||||
float[,] result = new float[,]
|
||||
{
|
||||
{ 1 - 2 * (y * y + z * z), 2 * (x * y - w * z), 2 * (x * z + w * y) },
|
||||
{ 2 * (x * y + w * z), 1 - 2 * (x * x + z * z), 2 * (y * z - w * x) },
|
||||
{ 2 * (x * z - w * y), 2 * (y * z + w * x), 1 - 2 * (x * x + y * y) }
|
||||
};
|
||||
return new Matrix2(result);
|
||||
}
|
||||
|
||||
public static Quaternion FromRotationMatrix(Matrix2 m) {
|
||||
float trace = m.data[0, 0] + m.data[1, 1] + m.data[2, 2];
|
||||
float w, x, y, z;
|
||||
|
||||
if (trace > 0) {
|
||||
float s = 0.5f / (float)Math.Sqrt(trace + 1.0f);
|
||||
w = 0.25f / s;
|
||||
x = (m.data[2, 1] - m.data[1, 2]) * s;
|
||||
y = (m.data[0, 2] - m.data[2, 0]) * s;
|
||||
z = (m.data[1, 0] - m.data[0, 1]) * s;
|
||||
}
|
||||
else {
|
||||
if (m.data[0, 0] > m.data[1, 1] && m.data[0, 0] > m.data[2, 2]) {
|
||||
float s = 2.0f * (float)Math.Sqrt(1.0f + m.data[0, 0] - m.data[1, 1] - m.data[2, 2]);
|
||||
w = (m.data[2, 1] - m.data[1, 2]) / s;
|
||||
x = 0.25f * s;
|
||||
y = (m.data[0, 1] + m.data[1, 0]) / s;
|
||||
z = (m.data[0, 2] + m.data[2, 0]) / s;
|
||||
}
|
||||
else if (m.data[1, 1] > m.data[2, 2]) {
|
||||
float s = 2.0f * (float)Math.Sqrt(1.0f + m.data[1, 1] - m.data[0, 0] - m.data[2, 2]);
|
||||
w = (m.data[0, 2] - m.data[2, 0]) / s;
|
||||
x = (m.data[0, 1] + m.data[1, 0]) / s;
|
||||
y = 0.25f * s;
|
||||
z = (m.data[1, 2] + m.data[2, 1]) / s;
|
||||
}
|
||||
else {
|
||||
float s = 2.0f * (float)Math.Sqrt(1.0f + m.data[2, 2] - m.data[0, 0] - m.data[1, 1]);
|
||||
w = (m.data[1, 0] - m.data[0, 1]) / s;
|
||||
x = (m.data[0, 2] + m.data[2, 0]) / s;
|
||||
y = (m.data[1, 2] + m.data[2, 1]) / s;
|
||||
z = 0.25f * s;
|
||||
}
|
||||
}
|
||||
|
||||
return new Quaternion(x, y, z, w);
|
||||
}
|
||||
}
|
||||
#else
|
||||
public struct Quaternion {
|
||||
public float x;
|
||||
public float y;
|
||||
public float z;
|
||||
public float w;
|
||||
|
||||
/// <summary>
|
||||
/// create a new quaternion with the given values
|
||||
/// </summary>
|
||||
/// <param name="x">x component</param>
|
||||
/// <param name="y">y component</param>
|
||||
/// <param name="z">z component</param>
|
||||
/// <param name="w">w component</param>
|
||||
public Quaternion(float x, float y, float z, float w) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
this.w = w;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An identity quaternion
|
||||
/// </summary>
|
||||
public static readonly Quaternion identity = new(0, 0, 0, 1);
|
||||
|
||||
private readonly Vector3Float xyz => new(x, y, z);
|
||||
|
||||
private readonly float magnitude => MathF.Sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
|
||||
|
||||
private readonly float sqrMagnitude => x * x + y * y + z * z + w * w;
|
||||
|
||||
/// <summary>
|
||||
/// Convert to unit quaternion
|
||||
/// </summary>
|
||||
/// This will preserve the orientation,
|
||||
/// but ensures that it is a unit quaternion.
|
||||
public readonly Quaternion normalized {
|
||||
get {
|
||||
float length = this.magnitude;
|
||||
Quaternion q = new(this.x / length, this.y / length, this.z / length, this.w / length);
|
||||
return q;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert to unity quaternion
|
||||
/// </summary>
|
||||
/// <param name="q">The quaternion to convert</param>
|
||||
/// <returns>A unit quaternion</returns>
|
||||
/// This will preserve the orientation,
|
||||
/// but ensures that it is a unit quaternion.
|
||||
public static Quaternion Normalize(Quaternion q) {
|
||||
return q.normalized;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert to euler angles
|
||||
/// </summary>
|
||||
/// <param name="q">The quaternion to convert</param>
|
||||
/// <returns>A vector containing euler angles</returns>
|
||||
/// The euler angles performed in the order: Z, X, Y
|
||||
public static Vector3Float ToAngles(Quaternion q) {
|
||||
// Extract Euler angles in Unity order (X = pitch, Y = yaw, Z = roll), returned in degrees as (x,pitch),(y,yaw),(z,roll)
|
||||
// Handle singularities/gimbal lock
|
||||
float test = 2f * (q.w * q.x - q.y * q.z);
|
||||
// clamp
|
||||
if (test >= 1f) test = 1f;
|
||||
if (test <= -1f) test = -1f;
|
||||
|
||||
float pitch = MathF.Asin(test); // X
|
||||
|
||||
float roll = MathF.Atan2(2f * (q.w * q.z + q.x * q.y),
|
||||
1f - 2f * (q.x * q.x + q.z * q.z)); // Z
|
||||
|
||||
float yaw = MathF.Atan2(2f * (q.w * q.y + q.x * q.z),
|
||||
1f - 2f * (q.y * q.y + q.x * q.x)); // Y
|
||||
|
||||
const float rad2deg = 180f / MathF.PI;
|
||||
return new Vector3Float(pitch * rad2deg, yaw * rad2deg, roll * rad2deg);
|
||||
// float test = q.x * q.y + q.z * q.w;
|
||||
// if (test > 0.499f) // singularity at north pole
|
||||
// return new Vector3Float(0, 2 * MathF.Atan2(q.x, q.w) * AngleFloat.Rad2Deg, 90);
|
||||
|
||||
// else if (test < -0.499f) // singularity at south pole
|
||||
// return new Vector3Float(0, -2 * MathF.Atan2(q.x, q.w) * AngleFloat.Rad2Deg, -90);
|
||||
|
||||
// else {
|
||||
// float sqx = q.x * q.x;
|
||||
// float sqy = q.y * q.y;
|
||||
// float sqz = q.z * q.z;
|
||||
|
||||
// return new Vector3Float(
|
||||
// MathF.Atan2(2 * q.x * q.w - 2 * q.y * q.z, 1 - 2 * sqx - 2 * sqz) *
|
||||
// AngleFloat.Rad2Deg,
|
||||
// MathF.Atan2(2 * q.y * q.w - 2 * q.x * q.z, 1 - 2 * sqy - 2 * sqz) *
|
||||
// AngleFloat.Rad2Deg,
|
||||
// MathF.Asin(2 * test) * AngleFloat.Rad2Deg);
|
||||
// }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a rotation from euler angles
|
||||
/// </summary>
|
||||
/// <param name="x">The angle around the right axis</param>
|
||||
/// <param name="y">The angle around the upward axis</param>
|
||||
/// <param name="z">The angle around the forward axis</param>
|
||||
/// <returns>The resulting quaternion</returns>
|
||||
/// Rotation are appied in the order Z, X, Y.
|
||||
public static Quaternion Euler(float x, float y, float z) {
|
||||
return Quaternion.Euler(new Vector3Float(x, y, z));
|
||||
}
|
||||
/// <summary>
|
||||
/// Create a rotation from a vector containing euler angles
|
||||
/// </summary>
|
||||
/// <param name="eulerAngles">Vector with the euler angles</param>
|
||||
/// <returns>The resulting quaternion</returns>
|
||||
/// Rotation are appied in the order Z, X, Y.
|
||||
public static Quaternion Euler(Vector3Float angles) {
|
||||
Vector3Float euler = angles * AngleFloat.Deg2Rad;
|
||||
float cx = MathF.Cos(euler.horizontal * 0.5f);
|
||||
float sx = MathF.Sin(euler.horizontal * 0.5f);
|
||||
float cy = MathF.Cos(euler.vertical * 0.5f);
|
||||
float sy = MathF.Sin(euler.vertical * 0.5f);
|
||||
float cz = MathF.Cos(euler.depth * 0.5f);
|
||||
float sz = MathF.Sin(euler.depth * 0.5f);
|
||||
|
||||
// Unity uses intrinsic Z, then X, then Y -> q = Qy * Qx * Qz
|
||||
Quaternion q;
|
||||
q.w = cy * cx * cz + sy * sx * sz;
|
||||
q.x = cy * sx * cz + sy * cx * sz;
|
||||
q.y = sy * cx * cz - cy * sx * sz;
|
||||
q.z = cy * cx * sz - sy * sx * cz;
|
||||
return q;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multiply two quaternions
|
||||
/// </summary>
|
||||
/// <param name="q1"></param>
|
||||
/// <param name="q2"></param>
|
||||
/// <returns>The resulting rotation</returns>
|
||||
public static Quaternion operator *(Quaternion q1, Quaternion q2) {
|
||||
return new Quaternion(
|
||||
q1.x * q2.w + q1.y * q2.z - q1.z * q2.y + q1.w * q2.x,
|
||||
-q1.x * q2.z + q1.y * q2.w + q1.z * q2.x + q1.w * q2.y,
|
||||
q1.x * q2.y - q1.y * q2.x + q1.z * q2.w + q1.w * q2.z,
|
||||
-q1.x * q2.x - q1.y * q2.y - q1.z * q2.z + q1.w * q2.w);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotate a vector using this quaterion
|
||||
/// </summary>
|
||||
/// <param name="q">The rotation</param>
|
||||
/// <param name="v">The vector to rotate</param>
|
||||
/// <returns>The rotated vector</returns>
|
||||
public static Vector3Float operator *(Quaternion q, Vector3Float v) {
|
||||
float num = q.x * 2;
|
||||
float num2 = q.y * 2;
|
||||
float num3 = q.z * 2;
|
||||
float num4 = q.x * num;
|
||||
float num5 = q.y * num2;
|
||||
float num6 = q.z * num3;
|
||||
float num7 = q.x * num2;
|
||||
float num8 = q.x * num3;
|
||||
float num9 = q.y * num3;
|
||||
float num10 = q.w * num;
|
||||
float num11 = q.w * num2;
|
||||
float num12 = q.w * num3;
|
||||
|
||||
float px = v.horizontal;
|
||||
float py = v.vertical;
|
||||
float pz = v.depth;
|
||||
float rx =
|
||||
(1 - (num5 + num6)) * px + (num7 - num12) * py + (num8 + num11) * pz;
|
||||
float ry =
|
||||
(num7 + num12) * px + (1 - (num4 + num6)) * py + (num9 - num10) * pz;
|
||||
float rz =
|
||||
(num8 - num11) * px + (num9 + num10) * py + (1 - (num4 + num5)) * pz;
|
||||
Vector3Float result = new(rx, ry, rz);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The inverse of quaterion
|
||||
/// </summary>
|
||||
/// <param name="quaternion">The quaternion for which the inverse is
|
||||
/// needed</param> <returns>The inverted quaternion</returns>
|
||||
public static Quaternion Inverse(Quaternion q) {
|
||||
float n = MathF.Sqrt(q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w);
|
||||
return new Quaternion(-q.x / n, -q.y / n, -q.z / n, q.w / n);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A rotation which looks in the given direction
|
||||
/// </summary>
|
||||
/// <param name="forward">The look direction</param>
|
||||
/// <param name="upwards">The up direction</param>
|
||||
/// <returns>The look rotation</returns>
|
||||
public static Quaternion LookRotation(Vector3Float forward, Vector3Float up) {
|
||||
Vector3Float nForward = forward.normalized;
|
||||
Vector3Float nRight = Vector3Float.Normalize(Vector3Float.Cross(up, nForward));
|
||||
Vector3Float nUp = Vector3Float.Cross(nForward, nRight);
|
||||
float m00 = nRight.horizontal; // x;
|
||||
float m01 = nRight.vertical; // y;
|
||||
float m02 = nRight.depth; // z;
|
||||
float m10 = nUp.horizontal; // x;
|
||||
float m11 = nUp.vertical; // y;
|
||||
float m12 = nUp.depth; // z;
|
||||
float m20 = nForward.horizontal; // x;
|
||||
float m21 = nForward.vertical; // y;
|
||||
float m22 = nForward.depth; // z;
|
||||
|
||||
float num8 = (m00 + m11) + m22;
|
||||
float x, y, z, w;
|
||||
if (num8 > 0) {
|
||||
float num = MathF.Sqrt(num8 + 1);
|
||||
w = num * 0.5f;
|
||||
num = 0.5f / num;
|
||||
x = (m12 - m21) * num;
|
||||
y = (m20 - m02) * num;
|
||||
z = (m01 - m10) * num;
|
||||
return new Quaternion(x, y, z, w);
|
||||
}
|
||||
if ((m00 >= m11) && (m00 >= m22)) {
|
||||
float num7 = MathF.Sqrt(((1 + m00) - m11) - m22);
|
||||
float num4 = 0.5F / num7;
|
||||
x = 0.5f * num7;
|
||||
y = (m01 + m10) * num4;
|
||||
z = (m02 + m20) * num4;
|
||||
w = (m12 - m21) * num4;
|
||||
return new Quaternion(x, y, z, w);
|
||||
}
|
||||
if (m11 > m22) {
|
||||
float num6 = MathF.Sqrt(((1 + m11) - m00) - m22);
|
||||
float num3 = 0.5F / num6;
|
||||
x = (m10 + m01) * num3;
|
||||
y = 0.5F * num6;
|
||||
z = (m21 + m12) * num3;
|
||||
w = (m20 - m02) * num3;
|
||||
return new Quaternion(x, y, z, w);
|
||||
}
|
||||
float num5 = MathF.Sqrt(((1 + m22) - m00) - m11);
|
||||
float num2 = 0.5F / num5;
|
||||
x = (m20 + m02) * num2;
|
||||
y = (m21 + m12) * num2;
|
||||
z = 0.5F * num5;
|
||||
w = (m01 - m10) * num2;
|
||||
return new Quaternion(x, y, z, w);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a quaternion with the given forward direction with up =
|
||||
/// Vector3::up
|
||||
/// </summary>
|
||||
/// <param name="forward">The look direction</param>
|
||||
/// <returns>The rotation for this direction</returns>
|
||||
/// For the rotation, Vector::up is used for the up direction.
|
||||
/// Note: if the forward direction == Vector3::up, the result is
|
||||
/// Quaternion::identity
|
||||
public static Quaternion LookRotation(Vector3Float forward) {
|
||||
Vector3Float up = new(0, 1, 0);
|
||||
return LookRotation(forward, up);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculat the rotation from on vector to another
|
||||
/// </summary>
|
||||
/// <param name="fromDirection">The from direction</param>
|
||||
/// <param name="toDirection">The to direction</param>
|
||||
/// <returns>The rotation from the first to the second vector</returns>
|
||||
public static Quaternion FromToRotation(Vector3Float fromDirection, Vector3Float toDirection) {
|
||||
Vector3Float axis = Vector3Float.Cross(fromDirection, toDirection);
|
||||
axis = axis.normalized;
|
||||
AngleFloat angle = Vector3Float.SignedAngle(fromDirection, toDirection, axis);
|
||||
Quaternion rotation = AngleAxis(angle, axis);
|
||||
return rotation;
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotate form one orientation to anther with a maximum amount of degrees
|
||||
/// </summary>
|
||||
/// <param name="from">The from rotation</param>
|
||||
/// <param name="to">The destination rotation</param>
|
||||
/// <param name="maxDegreesDelta">The maximum amount of degrees to
|
||||
/// rotate</param> <returns>The possibly limited rotation</returns>
|
||||
public static Quaternion RotateTowards(Quaternion from, Quaternion to,
|
||||
float maxDegreesDelta) {
|
||||
float num = Quaternion.UnsignedAngle(from, to);
|
||||
if (num == 0) {
|
||||
return to;
|
||||
}
|
||||
float t = MathF.Min(1, maxDegreesDelta / num);
|
||||
return SlerpUnclamped(from, to, t);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert an angle/axis representation to a quaternion
|
||||
/// </summary>
|
||||
/// <param name="angle">The angle</param>
|
||||
/// <param name="axis">The axis</param>
|
||||
/// <returns>The resulting quaternion</returns>
|
||||
public static Quaternion AngleAxis(AngleFloat angle, Vector3Float axis) {
|
||||
if (axis.sqrMagnitude == 0.0f)
|
||||
return Quaternion.identity;
|
||||
|
||||
float radians = angle.inRadians;
|
||||
radians *= 0.5f;
|
||||
|
||||
Vector3Float axis2 = axis * MathF.Sin(radians);
|
||||
float x = axis2.horizontal; // x;
|
||||
float y = axis2.vertical; // y;
|
||||
float z = axis2.depth; // z;
|
||||
float w = MathF.Cos(radians);
|
||||
|
||||
return new Quaternion(x, y, z, w).normalized;
|
||||
}
|
||||
/// <summary>
|
||||
/// Convert this quaternion to angle/axis representation
|
||||
/// </summary>
|
||||
/// <param name="angle">A pointer to the angle for the result</param>
|
||||
/// <param name="axis">A pointer to the axis for the result</param>
|
||||
public readonly void ToAngleAxis(out AngleFloat angle, out Vector3Float axis) {
|
||||
Quaternion q1 = (MathF.Abs(this.w) > 1.0f) ? this.normalized : this;
|
||||
angle = AngleFloat.Radians(2.0f * MathF.Acos(q1.w)); // angle
|
||||
float den = MathF.Sqrt(1.0F - q1.w * q1.w);
|
||||
if (den > 0.0001f) {
|
||||
axis = Vector3Float.Normalize(q1.xyz / den);
|
||||
}
|
||||
else {
|
||||
// This occurs when the angle is zero.
|
||||
// Not a problem: just set an arbitrary normalized axis.
|
||||
axis = Vector3Float.right;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the angle between two orientations
|
||||
/// </summary>
|
||||
/// <param name="orientation1">The first orientation</param>
|
||||
/// <param name="orientation2">The second orientation</param>
|
||||
/// <returns>The smallest angle in degrees between the two
|
||||
/// orientations</returns>
|
||||
public static float UnsignedAngle(Quaternion q1, Quaternion q2) {
|
||||
// float f = Dot(q1, q2);
|
||||
// return MathF.Acos(MathF.Min(MathF.Abs(f), 1)) * 2 * AngleFloat.Rad2Deg;
|
||||
|
||||
float dot = q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w;
|
||||
dot = MathF.Min(MathF.Max(dot, -1f), 1f);
|
||||
return 2f * MathF.Acos(MathF.Abs(dot)) * (180f / MathF.PI);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sherical lerp between two rotations
|
||||
/// </summary>
|
||||
/// <param name="rotation1">The first rotation</param>
|
||||
/// <param name="rotation2">The second rotation</param>
|
||||
/// <param name="factor">The factor between 0 and 1.</param>
|
||||
/// <returns>The resulting rotation</returns>
|
||||
/// A factor 0 returns rotation1, factor1 returns rotation2.
|
||||
public static Quaternion Slerp(Quaternion a,
|
||||
Quaternion b, float t) {
|
||||
if (t > 1)
|
||||
t = 1;
|
||||
if (t < 0)
|
||||
t = 0;
|
||||
return SlerpUnclamped(a, b, t);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unclamped sherical lerp between two rotations
|
||||
/// </summary>
|
||||
/// <param name="rotation1">The first rotation</param>
|
||||
/// <param name="rotation2">The second rotation</param>
|
||||
/// <param name="factor">The factor</param>
|
||||
/// <returns>The resulting rotation</returns>
|
||||
/// A factor 0 returns rotation1, factor1 returns rotation2.
|
||||
/// Values outside the 0..1 range will result in extrapolated rotations
|
||||
public static Quaternion SlerpUnclamped(Quaternion a,
|
||||
Quaternion b, float t) {
|
||||
// if either input is zero, return the other.
|
||||
if (a.sqrMagnitude == 0.0f) {
|
||||
if (b.sqrMagnitude == 0.0f) {
|
||||
return identity;
|
||||
}
|
||||
return b;
|
||||
}
|
||||
else if (b.sqrMagnitude == 0.0f) {
|
||||
return a;
|
||||
}
|
||||
|
||||
Vector3Float axyz = a.xyz;
|
||||
Vector3Float bxyz = b.xyz;
|
||||
float cosHalfAngle = a.w * b.w + Vector3Float.Dot(axyz, bxyz);
|
||||
|
||||
Quaternion b2 = b;
|
||||
if (cosHalfAngle >= 1.0f || cosHalfAngle <= -1.0f) {
|
||||
// angle = 0.0f, so just return one input.
|
||||
return a;
|
||||
}
|
||||
else if (cosHalfAngle < 0.0f) {
|
||||
b2.x = -b.x;
|
||||
b2.y = -b.y;
|
||||
b2.z = -b.z;
|
||||
b2.w = -b.w;
|
||||
cosHalfAngle = -cosHalfAngle;
|
||||
}
|
||||
|
||||
float blendA;
|
||||
float blendB;
|
||||
if (cosHalfAngle < 0.99f) {
|
||||
// do proper slerp for big angles
|
||||
float halfAngle = MathF.Acos(cosHalfAngle);
|
||||
float sinHalfAngle = MathF.Sin(halfAngle);
|
||||
float oneOverSinHalfAngle = 1.0F / sinHalfAngle;
|
||||
blendA = MathF.Sin(halfAngle * (1.0F - t)) * oneOverSinHalfAngle;
|
||||
blendB = MathF.Sin(halfAngle * t) * oneOverSinHalfAngle;
|
||||
}
|
||||
else {
|
||||
// do lerp if angle is really small.
|
||||
blendA = 1.0f - t;
|
||||
blendB = t;
|
||||
}
|
||||
Vector3Float v = axyz * blendA + b2.xyz * blendB;
|
||||
Quaternion result =
|
||||
new(v.horizontal, v.vertical, v.depth, blendA * a.w + blendB * b2.w);
|
||||
if (result.sqrMagnitude > 0.0f)
|
||||
return result.normalized;
|
||||
else
|
||||
return Quaternion.identity;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert this quaternion to angle/axis representation
|
||||
/// </summary>
|
||||
/// <param name="angle">A pointer to the angle for the result</param>
|
||||
/// <param name="axis">A pointer to the axis for the result</param>
|
||||
public readonly void ToAngleAxis(out float angle, out Vector3Float axis) {
|
||||
ToAxisAngleRad(this, out axis, out angle);
|
||||
angle *= AngleFloat.Rad2Deg;
|
||||
}
|
||||
private static void ToAxisAngleRad(Quaternion q,
|
||||
out Vector3Float axis,
|
||||
out float angle) {
|
||||
Quaternion q1 = (MathF.Abs(q.w) > 1.0f) ? Quaternion.Normalize(q) : q;
|
||||
angle = 2.0f * MathF.Acos(q1.w); // angle
|
||||
float den = MathF.Sqrt(1.0F - q1.w * q1.w);
|
||||
if (den > 0.0001f) {
|
||||
axis = (q1.xyz / den).normalized;
|
||||
}
|
||||
else {
|
||||
// This occurs when the angle is zero.
|
||||
// Not a problem: just set an arbitrary normalized axis.
|
||||
axis = new Vector3Float(1, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the angle of around the give axis for a rotation
|
||||
/// </summary>
|
||||
/// <param name="axis">The axis around which the angle should be
|
||||
/// computed</param> <param name="rotation">The source rotation</param>
|
||||
/// <returns>The signed angle around the axis</returns>
|
||||
public static float GetAngleAround(Vector3Float axis, Quaternion rotation) {
|
||||
Quaternion secondaryRotation = GetRotationAround(axis, rotation);
|
||||
secondaryRotation.ToAngleAxis(out float rotationAngle, out Vector3Float rotationAxis);
|
||||
|
||||
// Do the axis point in opposite directions?
|
||||
if (Vector3Float.Dot(axis, rotationAxis) < 0)
|
||||
rotationAngle = -rotationAngle;
|
||||
|
||||
return rotationAngle;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the rotation limited around the given axis
|
||||
/// </summary>
|
||||
/// <param name="axis">The axis which which the rotation should be
|
||||
/// limited</param> <param name="rotation">The source rotation</param>
|
||||
/// <returns>The rotation around the given axis</returns>
|
||||
public static Quaternion GetRotationAround(Vector3Float axis, Quaternion rotation) {
|
||||
Vector3Float ra = new(rotation.x, rotation.y, rotation.z); // rotation axis
|
||||
Vector3Float p = Vector3Float.Project(
|
||||
ra, axis); // return projection ra on to axis (parallel component)
|
||||
Quaternion twist = new(p.horizontal, p.vertical, p.depth, rotation.w);
|
||||
twist = Normalize(twist);
|
||||
return twist;
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Swing-twist decomposition of a rotation
|
||||
/// </summary>
|
||||
/// <param name="axis">The base direction for the decomposition</param>
|
||||
/// <param name="q">The source rotation</param>
|
||||
/// <param name="swing">A pointer to the quaternion for the swing
|
||||
/// result</param> <param name="twist">A pointer to the quaternion for the
|
||||
/// twist result</param>
|
||||
static void GetSwingTwist(Vector3Float axis, Quaternion q,
|
||||
out Quaternion swing, out Quaternion twist) {
|
||||
twist = GetRotationAround(axis, q);
|
||||
swing = q * Inverse(twist);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate the dot product of two quaternions
|
||||
/// </summary>
|
||||
/// <param name="rotation1">The first rotation</param>
|
||||
/// <param name="rotation2">The second rotation</param>
|
||||
/// <returns></returns>
|
||||
public static float Dot(Quaternion q1, Quaternion q2) {
|
||||
return q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
279
LinearAlgebra/src/Spherical.cs
Normal file
279
LinearAlgebra/src/Spherical.cs
Normal file
@ -0,0 +1,279 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
using Vector3 = UnityEngine.Vector3;
|
||||
#endif
|
||||
|
||||
namespace LinearAlgebra {
|
||||
/// <summary>
|
||||
/// A spherical vector
|
||||
/// </summary>
|
||||
/// <remark>This is a struct such that it is a value type and cannot be null
|
||||
public struct Spherical {
|
||||
/// <summary>
|
||||
/// Create a spherical vector
|
||||
/// </summary>
|
||||
/// <param name="distance">The distance in meters</param>
|
||||
/// <param name="direction">The direction of the vector</param>
|
||||
public Spherical(float distance, Direction direction) {
|
||||
if (distance > 0) {
|
||||
this.distance = distance;
|
||||
this.direction = direction;
|
||||
}
|
||||
else {
|
||||
this.distance = -distance;
|
||||
this.direction = -direction;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create spherical vector. All given angles are in degrees
|
||||
/// </summary>
|
||||
/// <param name="distance">The distance in meters</param>
|
||||
/// <param name="horizontal">The horizontal angle in degrees</param>
|
||||
/// <param name="vertical">The vertical angle in degrees</param>
|
||||
/// <returns></returns>
|
||||
public static Spherical Degrees(float distance, float horizontal, float vertical) {
|
||||
Direction direction = Direction.Degrees(horizontal, vertical);
|
||||
Spherical s = new(distance, direction);
|
||||
return s;
|
||||
}
|
||||
|
||||
public static Spherical Radians(float distance, float horizontal, float vertical) {
|
||||
Direction direction = Direction.Radians(horizontal, vertical);
|
||||
Spherical s = new(distance, direction);
|
||||
return s;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The distance in meters
|
||||
/// </summary>
|
||||
/// @remark The distance should never be negative
|
||||
public float distance;
|
||||
/// <summary>
|
||||
/// The direction of the vector
|
||||
/// </summary>
|
||||
public Direction direction;
|
||||
|
||||
/// <summary>
|
||||
/// A spherical vector with zero degree angles and distance
|
||||
/// </summary>
|
||||
public readonly static Spherical zero = new(0, Direction.forward);
|
||||
/// <summary>
|
||||
/// A normalized forward-oriented vector
|
||||
/// </summary>
|
||||
public readonly static Spherical forward = new(1, Direction.forward);
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
public static Spherical FromVector3(Vector3 v) {
|
||||
float distance = v.magnitude;
|
||||
Direction direction = Direction.FromVector3(v / distance);
|
||||
return new Spherical(distance, direction);
|
||||
}
|
||||
|
||||
public readonly Vector3 ToVector3() {
|
||||
Vector3 v = this.direction.ToVector3();
|
||||
v *= this.distance;
|
||||
return v;
|
||||
}
|
||||
#else
|
||||
public static Spherical FromVector3(Vector3Float v) {
|
||||
float distance = v.magnitude;
|
||||
if (distance == 0.0f)
|
||||
return Spherical.zero;
|
||||
else {
|
||||
float verticalAngle = (float)(Math.PI / 2 - Math.Acos(v.vertical / distance)) * AngleFloat.Rad2Deg;
|
||||
float horizontalAngle = (float)Math.Atan2(v.horizontal, v.depth) * AngleFloat.Rad2Deg;
|
||||
return Degrees(distance, horizontalAngle, verticalAngle);
|
||||
}
|
||||
}
|
||||
|
||||
public readonly Vector3Float ToVector3() {
|
||||
// float verticalRad = (AngleFloat.deg90 - this.direction.vertical).inRadians;
|
||||
// float horizontalRad = this.direction.horizontal.inRadians;
|
||||
// float cosVertical = (float)Math.Cos(verticalRad);
|
||||
// float sinVertical = (float)Math.Sin(verticalRad);
|
||||
// float cosHorizontal = (float)Math.Cos(horizontalRad);
|
||||
// float sinHorizontal = (float)Math.Sin(horizontalRad);
|
||||
|
||||
// float x = this.distance * sinVertical * sinHorizontal;
|
||||
// float y = this.distance * cosVertical;
|
||||
// float z = this.distance * sinVertical * cosHorizontal;
|
||||
|
||||
// Vector3Float v = new(x, y, z);
|
||||
Vector3Float v = this.direction.ToVector3();
|
||||
v *= this.distance;
|
||||
return v;
|
||||
}
|
||||
#endif
|
||||
|
||||
public override readonly string ToString() {
|
||||
return $"Spherical({this.distance}, h: {this.direction.horizontal}, v: {this.direction.vertical})";
|
||||
}
|
||||
|
||||
|
||||
public readonly float magnitude => this.distance;
|
||||
|
||||
public Spherical normalized {
|
||||
get {
|
||||
Spherical r = new() {
|
||||
distance = 1,
|
||||
direction = this.direction
|
||||
};
|
||||
return r;
|
||||
}
|
||||
}
|
||||
|
||||
public static Spherical operator +(Spherical s1, Spherical s2) {
|
||||
// let's do it the easy way...
|
||||
// using vars to be compatible with both unity (Vector3) and native (Vector3Float)
|
||||
var v1 = s1.ToVector3();
|
||||
var v2 = s2.ToVector3();
|
||||
var v = v1 + v2;
|
||||
Spherical r = FromVector3(v);
|
||||
return r;
|
||||
}
|
||||
|
||||
public static Spherical operator *(Spherical v, float d) {
|
||||
Spherical r = new(v.distance * d, v.direction);
|
||||
return r;
|
||||
}
|
||||
|
||||
public static bool operator ==(Spherical v1, Spherical v2) {
|
||||
return (v1.distance == v2.distance && v1.direction == v2.direction);
|
||||
}
|
||||
|
||||
public static bool operator !=(Spherical v1, Spherical v2) {
|
||||
return (v1.distance != v2.distance || v1.direction != v2.direction);
|
||||
}
|
||||
|
||||
public override readonly bool Equals(object o) {
|
||||
if (o is Spherical s)
|
||||
return this == s;
|
||||
return false;
|
||||
}
|
||||
|
||||
public override readonly int GetHashCode() {
|
||||
return HashCode.Combine(this.distance, this.direction);
|
||||
}
|
||||
|
||||
public static float Distance(Spherical v1, Spherical v2) {
|
||||
// Convert degrees to radians
|
||||
float thetaARadians = v1.direction.horizontal.inRadians;
|
||||
float phiARadians = v1.direction.vertical.inRadians;// DegreesToRadians(phiA);
|
||||
float thetaBRadians = v2.direction.horizontal.inRadians; // DegreesToRadians(thetaB);
|
||||
float phiBRadians = v2.direction.vertical.inRadians; // DegreesToRadians(phiB);
|
||||
|
||||
// Calculate sine and cosine values
|
||||
float sinPhiA = MathF.Sin(phiARadians);
|
||||
float cosPhiA = MathF.Cos(phiARadians);
|
||||
float sinPhiB = MathF.Sin(phiBRadians);
|
||||
float cosPhiB = MathF.Cos(phiBRadians);
|
||||
|
||||
// Calculate the cosine of the difference in azimuthal angles
|
||||
float cosThetaDifference = MathF.Cos(thetaARadians - thetaBRadians);
|
||||
|
||||
// Apply the spherical law of cosines
|
||||
float distance = MathF.Sqrt(
|
||||
v1.distance * v1.distance +
|
||||
v2.distance * v2.distance -
|
||||
2 * v1.distance * v2.distance * (sinPhiA * sinPhiB * cosThetaDifference + cosPhiA * cosPhiB)
|
||||
);
|
||||
|
||||
return distance;
|
||||
}
|
||||
|
||||
public static Spherical Average(Spherical v1, Spherical v2) {
|
||||
const float EPS = 1e-6f;
|
||||
|
||||
// Angles in radians
|
||||
float a1 = v1.direction.horizontal.inRadians;
|
||||
float a2 = v2.direction.horizontal.inRadians;
|
||||
float e1 = v1.direction.vertical.inRadians;
|
||||
float e2 = v2.direction.vertical.inRadians;
|
||||
|
||||
// Fast path: exactly same direction (allowing wrap for azimuth) -> preserve exact angles
|
||||
bool sameAz = MathF.Abs(MathF.IEEERemainder(a1 - a2, MathF.PI * 2f)) < EPS;
|
||||
bool sameEl = MathF.Abs(e1 - e2) < EPS;
|
||||
if (sameAz && sameEl) {
|
||||
// Distances may differ; average distance but keep exact angles from v1
|
||||
float rAvgExact = 0.5f * (v1.distance + v2.distance);
|
||||
return new Spherical(rAvgExact, v1.direction);
|
||||
}
|
||||
|
||||
// Horizontal unit-circle sum
|
||||
float cx = MathF.Cos(a1) + MathF.Cos(a2);
|
||||
float cy = MathF.Sin(a1) + MathF.Sin(a2);
|
||||
|
||||
// Vertical as z = sin(el)
|
||||
float z1 = MathF.Sin(e1);
|
||||
float z2 = MathF.Sin(e2);
|
||||
float cz = z1 + z2;
|
||||
|
||||
// Magnitude of summed unit-direction vectors
|
||||
float sumX = cx;
|
||||
float sumY = cy;
|
||||
float sumZ = cz;
|
||||
float magSum = MathF.Sqrt(sumX * sumX + sumY * sumY + sumZ * sumZ);
|
||||
|
||||
// If the two direction unit-vectors cancel (or nearly), return zero distance.
|
||||
if (magSum < EPS) {
|
||||
return Spherical.Radians(0f, 0f, 0f);
|
||||
}
|
||||
|
||||
// Normalized averaged direction components
|
||||
float ux = sumX / magSum;
|
||||
float uy = sumY / magSum;
|
||||
float uz = sumZ / magSum;
|
||||
|
||||
// Compute averaged angles from normalized vector
|
||||
float azAvgRad = MathF.Atan2(uy, ux);
|
||||
float elAvgRad = MathF.Asin(Float.Clamp(uz, -1f, 1f));
|
||||
|
||||
// Average distance (arithmetic mean)
|
||||
float rAvg = 0.5f * (v1.distance + v2.distance);
|
||||
|
||||
return Spherical.Radians(rAvg, azAvgRad, elAvgRad);
|
||||
}
|
||||
|
||||
public static Spherical Sum(List<Spherical> vectors) {
|
||||
if (vectors == null || vectors.Count == 0)
|
||||
throw new ArgumentException("vectors must contain at least one element", nameof(vectors));
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
Vector3 sum = Vector3.zero;
|
||||
#else
|
||||
Vector3Float sum = Vector3Float.zero;
|
||||
#endif
|
||||
foreach (Spherical v in vectors)
|
||||
sum += v.ToVector3();
|
||||
|
||||
return FromVector3(sum);
|
||||
}
|
||||
|
||||
|
||||
public static Spherical Average(List<Spherical> vectors) {
|
||||
if (vectors == null || vectors.Count == 0)
|
||||
throw new ArgumentException("vectors must contain at least one element", nameof(vectors));
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
Vector3 sum = Vector3.zero;
|
||||
#else
|
||||
Vector3Float sum = Vector3Float.zero;
|
||||
#endif
|
||||
int n = 0;
|
||||
foreach (Spherical v in vectors) {
|
||||
sum += v.ToVector3();
|
||||
n++;
|
||||
}
|
||||
var avg = sum / n;
|
||||
|
||||
// if (avg.sqrMagnitude == 0f)
|
||||
// return new Spherical(0f, new Direction(AngleFloat.Radians(0f), AngleFloat.Radians(0f)));
|
||||
// else
|
||||
return FromVector3(avg);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
136
LinearAlgebra/src/SwingTwist.cs
Normal file
136
LinearAlgebra/src/SwingTwist.cs
Normal file
@ -0,0 +1,136 @@
|
||||
// #if !UNITY_5_3_OR_NEWER
|
||||
// using UnityEngine;
|
||||
// #endif
|
||||
|
||||
namespace LinearAlgebra {
|
||||
|
||||
/// <summary>
|
||||
/// An orientation using swing and twist angles
|
||||
/// </summary>
|
||||
/// <param name="swing">The swing rotation</param>
|
||||
/// <param name="twist">The twist rotation</param>
|
||||
public struct SwingTwist {
|
||||
public Direction swing;
|
||||
public AngleFloat twist;
|
||||
|
||||
public SwingTwist(Direction swing, AngleFloat twist) {
|
||||
this.swing = swing;
|
||||
this.twist = twist;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a swing/twist rotation using angles in degrees
|
||||
/// </summary>
|
||||
/// <param name="horizontalSwing">The swing angle in the horizontal plane in degrees</param>
|
||||
/// <param name="verticalSwing">The swing angle in the vertical plan in degrees</param>
|
||||
/// <param name="twist">The twist angle in degrees</param>
|
||||
/// <returns>The swing/twist rotation</returns>
|
||||
public static SwingTwist Degrees(float horizontalSwing, float verticalSwing, float twist) {
|
||||
Direction swing = Direction.Degrees(horizontalSwing, verticalSwing);
|
||||
AngleFloat twistAngle = AngleFloat.Degrees(twist);
|
||||
SwingTwist s = new(swing, twistAngle);
|
||||
return s;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a swing/twist rotation using angles in degrees
|
||||
/// </summary>
|
||||
/// <param name="horizontalSwing">The swing angle in the horizontal plane in degrees</param>
|
||||
/// <param name="verticalSwing">The swing angle in the vertical plan in degrees</param>
|
||||
/// <param name="twist">The twist angle in degrees</param>
|
||||
/// <returns>The swing/twist rotation</returns>
|
||||
public static SwingTwist Radians(float horizontalSwing, float verticalSwing, float twist) {
|
||||
Direction swing = Direction.Radians(horizontalSwing, verticalSwing);
|
||||
AngleFloat twistAngle = AngleFloat.Radians(twist);
|
||||
SwingTwist s = new(swing, twistAngle);
|
||||
return s;
|
||||
}
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
/// <summary>
|
||||
/// A zero angle rotation
|
||||
/// </summary>
|
||||
public static readonly SwingTwist zero = Degrees(0, 0, 0);
|
||||
|
||||
public Spherical ToAngleAxis() {
|
||||
UnityEngine.Quaternion q = this.ToQuaternion();
|
||||
q.ToAngleAxis(out float angle, out UnityEngine.Vector3 axis);
|
||||
Direction direction = Direction.FromVector3(axis);
|
||||
|
||||
Spherical r = new(angle, direction);
|
||||
return r;
|
||||
}
|
||||
|
||||
public static SwingTwist FromAngleAxis(Spherical r) {
|
||||
UnityEngine.Vector3 vectorAxis = r.direction.ToVector3();
|
||||
UnityEngine.Quaternion q = UnityEngine.Quaternion.AngleAxis(r.distance, vectorAxis);
|
||||
return FromQuaternion(q);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert a quaternion in a swing/twist rotation
|
||||
/// </summary>
|
||||
/// <param name="q">The quaternion to convert</param>
|
||||
/// <returns>The swing/twist rotation</returns>
|
||||
public static SwingTwist FromQuaternion(UnityEngine.Quaternion q) {
|
||||
UnityEngine.Vector3 angles = q.eulerAngles;
|
||||
SwingTwist r = Degrees(angles.y, -angles.x, -angles.z);
|
||||
return r;
|
||||
}
|
||||
|
||||
public UnityEngine.Quaternion ToQuaternion() {
|
||||
UnityEngine.Quaternion q = UnityEngine.Quaternion.Euler(this.swing.vertical.inDegrees,
|
||||
this.swing.horizontal.inDegrees,
|
||||
this.twist.inDegrees);
|
||||
return q;
|
||||
}
|
||||
#else
|
||||
/// <summary>
|
||||
/// A zero angle rotation
|
||||
/// </summary>
|
||||
public static readonly SwingTwist zero = Degrees(0, 0, 0);
|
||||
|
||||
public Spherical ToAngleAxis() {
|
||||
LinearAlgebra.Quaternion q = this.ToQuaternion();
|
||||
q.ToAngleAxis(out float angle, out Vector3Float axis);
|
||||
Direction direction = Direction.FromVector3(axis);
|
||||
|
||||
Spherical r = new(angle, direction);
|
||||
return r;
|
||||
}
|
||||
|
||||
public static SwingTwist FromAngleAxis(Spherical r) {
|
||||
Vector3Float vectorAxis = r.direction.ToVector3();
|
||||
LinearAlgebra.Quaternion q = LinearAlgebra.Quaternion.AngleAxis(AngleFloat.Degrees(r.distance), vectorAxis);
|
||||
return FromQuaternion(q);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert a quaternion in a swing/twist rotation
|
||||
/// </summary>
|
||||
/// <param name="q">The quaternion to convert</param>
|
||||
/// <returns>The swing/twist rotation</returns>
|
||||
public static SwingTwist FromQuaternion(LinearAlgebra.Quaternion q) {
|
||||
Vector3Float v = LinearAlgebra.Quaternion.ToAngles(q);
|
||||
SwingTwist r = Degrees(v.vertical, v.horizontal, v.depth);
|
||||
return r;
|
||||
}
|
||||
|
||||
public LinearAlgebra.Quaternion ToQuaternion() {
|
||||
LinearAlgebra.Quaternion q = LinearAlgebra.Quaternion.Euler(this.swing.vertical.inDegrees,
|
||||
this.swing.horizontal.inDegrees,
|
||||
this.twist.inDegrees);
|
||||
return q;
|
||||
|
||||
}
|
||||
|
||||
public static SwingTwist FromQuat32(Quat32 q32) {
|
||||
q32.ToAngles(out float right, out float up, out float forward);
|
||||
SwingTwist r = Degrees(up, right, forward);
|
||||
return r;
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
479
LinearAlgebra/src/Vector2Float.cs
Normal file
479
LinearAlgebra/src/Vector2Float.cs
Normal file
@ -0,0 +1,479 @@
|
||||
using System;
|
||||
using System.Numerics;
|
||||
|
||||
namespace LinearAlgebra {
|
||||
|
||||
/*
|
||||
public struct Vector2Int {
|
||||
public int horizontal;
|
||||
public int vertical;
|
||||
|
||||
public Vector2Int(int horizontal, int vertical) {
|
||||
this.horizontal = horizontal;
|
||||
this.vertical = vertical;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A vector with zero for all axis
|
||||
/// </summary>
|
||||
public static readonly Vector2Int zero = new(0, 0);
|
||||
/// <summary>
|
||||
/// A vector with values (1, 1)
|
||||
/// </summary>
|
||||
public static readonly Vector2Int one = new(1, 1);
|
||||
/// <summary>
|
||||
/// A vector with values (0, 1)
|
||||
/// </summary>
|
||||
public static readonly Vector2Int up = new(0, 1);
|
||||
/// <summary>
|
||||
/// A vector with values (0, -1)
|
||||
/// </summary>
|
||||
public static readonly Vector2Int down = new(0, -1);
|
||||
/// <summary>
|
||||
/// A vector with values (0, 1)
|
||||
/// </summary>
|
||||
public static readonly Vector2Int forward = new(0, 1);
|
||||
/// <summary>
|
||||
/// A vector with values (0, -1)
|
||||
/// </summary>
|
||||
public static readonly Vector2Int back = new(0, -1);
|
||||
/// <summary>
|
||||
/// A vector3 with values (-1, 0)
|
||||
/// </summary>
|
||||
public static readonly Vector2Int left = new(-1, 0);
|
||||
/// <summary>
|
||||
/// A vector with values (1, 0)
|
||||
/// </summary>
|
||||
public static readonly Vector2Int right = new(1, 0);
|
||||
|
||||
/// <summary>
|
||||
/// Tests if the vector has equal values as the given vector
|
||||
/// </summary>
|
||||
/// <param name="v1">The vector to compare to</param>
|
||||
/// <returns><em>true</em> if the vector values are equal</returns>
|
||||
public readonly bool Equals(Vector2Int v) => this.horizontal == v.horizontal && vertical == v.vertical;
|
||||
|
||||
/// <summary>
|
||||
/// Tests if the vector is equal to the given object
|
||||
/// </summary>
|
||||
/// <param name="obj">The object to compare to</param>
|
||||
/// <returns><em>false</em> when the object is not a Vector2 or does not have equal values</returns>
|
||||
public override readonly bool Equals(object obj) {
|
||||
if (obj is not Vector2Int v)
|
||||
return false;
|
||||
|
||||
return (this.horizontal == v.horizontal && this.vertical == v.vertical);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests if the two vectors have equal values
|
||||
/// </summary>
|
||||
/// <param name="v1">The first vector</param>
|
||||
/// <param name="v2">The second vector</param>
|
||||
/// <returns><em>true</em>when the vectors have equal values</returns>
|
||||
/// Note that this uses a Float equality check which cannot be not exact in all cases.
|
||||
/// In most cases it is better to check if the Vector2.Distance between the vectors is smaller than Float.epsilon
|
||||
/// Or more efficient: (v1 - v2).sqrMagnitude < Float.sqrEpsilon
|
||||
public static bool operator ==(Vector2Int v1, Vector2Int v2) {
|
||||
return (v1.horizontal == v2.horizontal && v1.vertical == v2.vertical);
|
||||
}
|
||||
/// <summary>
|
||||
/// Tests if two vectors have different values
|
||||
/// </summary>
|
||||
/// <param name="v1">The first vector</param>
|
||||
/// <param name="v2">The second vector</param>
|
||||
/// <returns><em>true</em>when the vectors have different values</returns>
|
||||
/// Note that this uses a Float equality check which cannot be not exact in all case.
|
||||
/// In most cases it is better to check if the Vector2.Distance between the vectors is smaller than Float.epsilon.
|
||||
/// Or more efficient: (v1 - v2).sqrMagnitude < Float.sqrEpsilon
|
||||
public static bool operator !=(Vector2Int v1, Vector2Int v2) {
|
||||
return (v1.horizontal != v2.horizontal || v1.vertical != v2.vertical);
|
||||
}
|
||||
public readonly float magnitude {
|
||||
get {
|
||||
int h = this.horizontal;
|
||||
int v = this.vertical;
|
||||
return MathF.Sqrt(h * h + v * v);
|
||||
}
|
||||
}
|
||||
|
||||
public static float MagnitudeOf(Vector2Int v) {
|
||||
return v.magnitude;
|
||||
}
|
||||
|
||||
public static Vector2Int operator -(Vector2Int v1, Vector2Int v2) {
|
||||
return new Vector2Int(v1.horizontal - v2.horizontal, v1.vertical - v2.vertical);
|
||||
}
|
||||
public static Vector2Int operator +(Vector2Int v1, Vector2Int v2) {
|
||||
return new Vector2Int(v1.horizontal + v2.horizontal, v1.vertical + v2.vertical);
|
||||
}
|
||||
|
||||
public static float Distance(Vector2Int v1, Vector2Int v2) {
|
||||
return (v1 - v2).magnitude;
|
||||
}
|
||||
}
|
||||
|
||||
public struct Vector2Float {
|
||||
public float horizontal;
|
||||
public float vertical;
|
||||
|
||||
public Vector2Float(float horizontal, float vertical) {
|
||||
this.horizontal = horizontal;
|
||||
this.vertical = vertical;
|
||||
}
|
||||
|
||||
public readonly float magnitude {
|
||||
get {
|
||||
float h = this.horizontal;
|
||||
float v = this.vertical;
|
||||
return MathF.Sqrt(h * h + v * v);
|
||||
}
|
||||
}
|
||||
|
||||
public static Vector2Float operator -(Vector2Float v1, Vector2Float v2) {
|
||||
return new Vector2Float(v1.horizontal - v2.horizontal, v1.vertical - v2.vertical);
|
||||
}
|
||||
|
||||
public static float Distance(Vector2Float v1, Vector2Float v2) {
|
||||
return (v1 - v2).magnitude;
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
/// <summary>
|
||||
/// 2-dimensional vectors
|
||||
/// </summary>
|
||||
public struct Vector2Float {
|
||||
|
||||
/// <summary>
|
||||
/// The right axis of the vector
|
||||
/// </summary>
|
||||
public float horizontal; // left/right
|
||||
/// <summary>
|
||||
/// The upward/forward axis of the vector
|
||||
/// </summary>
|
||||
public float vertical; // forward/backward
|
||||
// directions are to be inline with Vector3 as much as possible...
|
||||
|
||||
/// <summary>
|
||||
/// Create a new 2-dimensional vector
|
||||
/// </summary>
|
||||
/// <param name="x">x axis value</param>
|
||||
/// <param name="y">y axis value</param>
|
||||
public Vector2Float(float x, float y) {
|
||||
this.horizontal = x;
|
||||
this.vertical = y;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert a Vector2Int into a Vector2Float
|
||||
/// </summary>
|
||||
/// <param name="v">The Vector2Int</param>
|
||||
public Vector2Float(Vector2Int v) {
|
||||
this.horizontal = v.horizontal;
|
||||
this.vertical = v.vertical;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A vector with zero for all axis
|
||||
/// </summary>
|
||||
public static readonly Vector2Float zero = new Vector2Float(0, 0);
|
||||
/// <summary>
|
||||
/// A vector with values (1, 1)
|
||||
/// </summary>
|
||||
public static readonly Vector2Float one = new Vector2Float(1, 1);
|
||||
/// <summary>
|
||||
/// A vector with values (0, 1)
|
||||
/// </summary>
|
||||
public static readonly Vector2Float up = new Vector2Float(0, 1);
|
||||
/// <summary>
|
||||
/// A vector with values (0, -1)
|
||||
/// </summary>
|
||||
public static readonly Vector2Float down = new Vector2Float(0, -1);
|
||||
/// <summary>
|
||||
/// A vector with values (0, 1)
|
||||
/// </summary>
|
||||
public static readonly Vector2Float forward = new Vector2Float(0, 1);
|
||||
/// <summary>
|
||||
/// A vector with values (0, -1)
|
||||
/// </summary>
|
||||
public static readonly Vector2Float back = new Vector2Float(0, -1);
|
||||
/// <summary>
|
||||
/// A vector3 with values (-1, 0)
|
||||
/// </summary>
|
||||
public static readonly Vector2Float left = new Vector2Float(-1, 0);
|
||||
/// <summary>
|
||||
/// A vector with values (1, 0)
|
||||
/// </summary>
|
||||
public static readonly Vector2Float right = new Vector2Float(1, 0);
|
||||
|
||||
/// <summary>
|
||||
/// The squared length of this vector
|
||||
/// </summary>
|
||||
/// <returns>The squared length</returns>
|
||||
/// The squared length is computationally simpler than the real length.
|
||||
/// Think of Pythagoras A^2 + B^2 = C^2.
|
||||
/// This leaves out the calculation of the squared root of C.
|
||||
public readonly float sqrMagnitude => horizontal * horizontal + vertical * vertical;
|
||||
public static float SqrMagnitudeOf(Vector2Float v) {
|
||||
return v.sqrMagnitude;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The length of this vector
|
||||
/// </summary>
|
||||
/// <returns>The length of this vector</returns>
|
||||
public readonly float magnitude => MathF.Sqrt(horizontal * horizontal + vertical * vertical);
|
||||
public static float MagnitudeOf(Vector2Float v) {
|
||||
return v.magnitude;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert the vector to a length of a 1
|
||||
/// </summary>
|
||||
/// <returns>The vector with length 1</returns>
|
||||
public Vector2Float normalized {
|
||||
get {
|
||||
float l = magnitude;
|
||||
Vector2Float v = zero;
|
||||
if (l > Float.epsilon)
|
||||
v = this / l;
|
||||
return v;
|
||||
}
|
||||
}
|
||||
public static Vector2Float Normalize(Vector2Float v) {
|
||||
return v.normalized;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add two vectors
|
||||
/// </summary>
|
||||
/// <param name="v1">The first vector</param>
|
||||
/// <param name="v2">The second vector</param>
|
||||
/// <returns>The result of adding the two vectors</returns>
|
||||
public static Vector2Float operator +(Vector2Float v1, Vector2Float v2) {
|
||||
Vector2Float v = new Vector2Float(v1.horizontal + v2.horizontal, v1.vertical + v2.vertical);
|
||||
return v;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Subtract two vectors
|
||||
/// </summary>
|
||||
/// <param name="v1">The first vector</param>
|
||||
/// <param name="v2">The second vector</param>
|
||||
/// <returns>The result of adding the two vectors</returns>
|
||||
public static Vector2Float operator -(Vector2Float v1, Vector2Float v2) {
|
||||
Vector2Float v = new Vector2Float(v1.horizontal - v2.horizontal, v1.vertical - v2.vertical);
|
||||
return v;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Negate the vector
|
||||
/// </summary>
|
||||
/// <param name="v1">The vector to negate</param>
|
||||
/// <returns>The negated vector</returns>
|
||||
/// This will result in a vector pointing in the opposite direction
|
||||
public static Vector2Float operator -(Vector2Float v1) {
|
||||
Vector2Float v = new Vector2Float(-v1.horizontal, -v1.vertical);
|
||||
return v;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Scale a vector uniformly down
|
||||
/// </summary>
|
||||
/// <param name="v">The vector to scale</param>
|
||||
/// <param name="f">The scaling factor</param>
|
||||
/// <returns>The scaled vector</returns>
|
||||
/// Each component of the vector will be devided by the same factor.
|
||||
public static Vector2Float operator /(Vector2Float v, float f) {
|
||||
Vector2Float r = new(v.horizontal / f, v.vertical / f);
|
||||
return r;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Scale a vector uniformly up
|
||||
/// </summary>
|
||||
/// <param name="v1">The vector to scale</param>
|
||||
/// <param name="f">The scaling factor</param>
|
||||
/// <returns>The scaled vector</returns>
|
||||
/// Each component of the vector will be multipled with the same factor.
|
||||
public static Vector2Float operator *(Vector2Float v1, float f) {
|
||||
Vector2Float v = new Vector2Float(v1.horizontal * f, v1.vertical * f);
|
||||
return v;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Scale a vector uniformly up
|
||||
/// </summary>
|
||||
/// <param name="f">The scaling factor</param>
|
||||
/// <param name="v1">The vector to scale</param>
|
||||
/// <returns>The scaled vector</returns>
|
||||
/// Each component of the vector will be multipled with the same factor.
|
||||
public static Vector2Float operator *(float f, Vector2Float v1) {
|
||||
Vector2Float v = new Vector2Float(f * v1.horizontal, f * v1.vertical);
|
||||
return v;
|
||||
}
|
||||
|
||||
/// @brief Scale the vector using another vector
|
||||
/// @param v1 The vector to scale
|
||||
/// @param v2 A vector with the scaling factors
|
||||
/// @return The scaled vector
|
||||
/// @remark Each component of the vector v1 will be multiplied with the
|
||||
/// matching component from the scaling vector v2.
|
||||
public static Vector2Float Scale(Vector2Float v1, Vector2Float v2) {
|
||||
return new Vector2Float(v1.horizontal * v2.horizontal, v1.vertical * v2.vertical);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests if the vector has equal values as the given vector
|
||||
/// </summary>
|
||||
/// <param name="v1">The vector to compare to</param>
|
||||
/// <returns><em>true</em> if the vector values are equal</returns>
|
||||
//public readonly bool Equals(Vector2Float v1) => horizontal == v1.horizontal && vertical == v1.vertical;
|
||||
|
||||
/// <summary>
|
||||
/// Tests if the two vectors have equal values
|
||||
/// </summary>
|
||||
/// <param name="v1">The first vector</param>
|
||||
/// <param name="v2">The second vector</param>
|
||||
/// <returns><em>true</em>when the vectors have equal values</returns>
|
||||
/// Note that this uses a Float equality check which cannot be not exact in all cases.
|
||||
/// In most cases it is better to check if the Vector2.Distance between the vectors is smaller than Float.epsilon
|
||||
/// Or more efficient: (v1 - v2).sqrMagnitude < Float.sqrEpsilon
|
||||
public static bool operator ==(Vector2Float v1, Vector2Float v2) {
|
||||
return (v1.horizontal == v2.horizontal && v1.vertical == v2.vertical);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests if two vectors have different values
|
||||
/// </summary>
|
||||
/// <param name="v1">The first vector</param>
|
||||
/// <param name="v2">The second vector</param>
|
||||
/// <returns><em>true</em>when the vectors have different values</returns>
|
||||
/// Note that this uses a Float equality check which cannot be not exact in all case.
|
||||
/// In most cases it is better to check if the Vector2.Distance between the vectors is smaller than Float.epsilon.
|
||||
/// Or more efficient: (v1 - v2).sqrMagnitude < Float.sqrEpsilon
|
||||
public static bool operator !=(Vector2Float v1, Vector2Float v2) {
|
||||
return (v1.horizontal != v2.horizontal || v1.vertical != v2.vertical);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests if the vector is equal to the given object
|
||||
/// </summary>
|
||||
/// <param name="obj">The object to compare to</param>
|
||||
/// <returns><em>false</em> when the object is not a Vector2 or does not have equal values</returns>
|
||||
public override readonly bool Equals(object obj) {
|
||||
if (obj is not Vector2Float v)
|
||||
return false;
|
||||
|
||||
return (horizontal == v.horizontal && vertical == v.vertical);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get an hash code for the vector
|
||||
/// </summary>
|
||||
/// <returns>The hash code</returns>
|
||||
public override readonly int GetHashCode() {
|
||||
return HashCode.Combine(horizontal, vertical);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the distance between two vectors
|
||||
/// </summary>
|
||||
/// <param name="v1">The first vector</param>
|
||||
/// <param name="v2">The second vector</param>
|
||||
/// <returns>The distance between the two vectors</returns>
|
||||
public static float Distance(Vector2Float v1, Vector2Float v2) {
|
||||
float x = v1.horizontal - v2.horizontal;
|
||||
float y = v1.vertical - v2.vertical;
|
||||
float d = (float)Math.Sqrt(x * x + y * y);
|
||||
return d;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The dot product of two vectors
|
||||
/// </summary>
|
||||
/// <param name="v1">The first vector</param>
|
||||
/// <param name="v2">The second vector</param>
|
||||
/// <returns>The dot product of the two vectors</returns>
|
||||
public static float Dot(Vector2Float v1, Vector2Float v2) {
|
||||
return v1.horizontal * v2.horizontal + v1.vertical * v2.vertical;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate the signed angle between two vectors.
|
||||
/// </summary>
|
||||
/// <param name="from">The starting vector</param>
|
||||
/// <param name="to">The ending vector</param>
|
||||
/// <param name="axis">The axis to rotate around</param>
|
||||
/// <returns>The signed angle in degrees</returns>
|
||||
public static float SignedAngle(Vector2Float from, Vector2Float to) {
|
||||
//float sign = Math.Sign(v1.y * v2.x - v1.x * v2.y);
|
||||
//return Vector2.Angle(v1, v2) * sign;
|
||||
|
||||
float sqrMagFrom = from.sqrMagnitude;
|
||||
float sqrMagTo = to.sqrMagnitude;
|
||||
|
||||
if (sqrMagFrom == 0 || sqrMagTo == 0)
|
||||
return 0;
|
||||
//if (!isfinite(sqrMagFrom) || !isfinite(sqrMagTo))
|
||||
// return nanf("");
|
||||
|
||||
float angleFrom = (float)Math.Atan2(from.vertical, from.horizontal);
|
||||
float angleTo = (float)Math.Atan2(to.vertical, to.horizontal);
|
||||
return -(angleTo - angleFrom) * AngleFloat.Rad2Deg;
|
||||
}
|
||||
|
||||
public static float UnsignedAngle(Vector2Float from, Vector2Float to) {
|
||||
return MathF.Abs(SignedAngle(from, to));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotates the vector with the given angle
|
||||
/// </summary>
|
||||
/// <param name="v1">The vector to rotate</param>
|
||||
/// <param name="angle">The angle in degrees</param>
|
||||
/// <returns></returns>
|
||||
public static Vector2Float Rotate(Vector2Float v1, AngleFloat angle) {
|
||||
float sin = (float)Math.Sin(angle.inRadians);
|
||||
float cos = (float)Math.Cos(angle.inRadians);
|
||||
// float sin = AngleFloat.Sin(angle);
|
||||
// float cos = AngleFloat.Cos(angle);
|
||||
|
||||
float tx = v1.horizontal;
|
||||
float ty = v1.vertical;
|
||||
Vector2Float v = new Vector2Float() {
|
||||
horizontal = (cos * tx) - (sin * ty),
|
||||
vertical = (sin * tx) + (cos * ty)
|
||||
};
|
||||
return v;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Lerp between two vectors
|
||||
/// </summary>
|
||||
/// <param name="v1">The from vector</param>
|
||||
/// <param name="v2">The to vector</param>
|
||||
/// <param name="f">The interpolation distance [0..1]</param>
|
||||
/// <returns>The lerped vector</returns>
|
||||
/// The factor f is unclamped. Value 0 matches the *v1* vector, Value 1
|
||||
/// matches the *v2* vector Value -1 is *v1* vector minus the difference
|
||||
/// between *v1* and *v2* etc.
|
||||
public static Vector2Float Lerp(Vector2Float v1, Vector2Float v2, float f) {
|
||||
Vector2Float v = v1 + (v2 - v1) * f;
|
||||
return v;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Map interval of angles between vectors [0..Pi] to interval [0..1]
|
||||
/// </summary>
|
||||
/// <param name="v1">The first vector</param>
|
||||
/// <param name="v2">The second vector</param>
|
||||
/// <returns>The resulting factor in interval [0..1]</returns>
|
||||
/// Vectors a and b must be normalized
|
||||
public static float ToFactor(Vector2Float v1, Vector2Float v2) {
|
||||
return (1 - Vector2Float.Dot(v1, v2)) / 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
185
LinearAlgebra/src/Vector2Int.cs
Normal file
185
LinearAlgebra/src/Vector2Int.cs
Normal file
@ -0,0 +1,185 @@
|
||||
using System;
|
||||
|
||||
namespace LinearAlgebra {
|
||||
|
||||
public struct Vector2Int {
|
||||
public int horizontal;
|
||||
public int vertical;
|
||||
|
||||
public Vector2Int(int horizontal, int vertical) {
|
||||
this.horizontal = horizontal;
|
||||
this.vertical = vertical;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A vector with zero for all axis
|
||||
/// </summary>
|
||||
public static readonly Vector2Int zero = new(0, 0);
|
||||
/// <summary>
|
||||
/// A vector with values (1, 1)
|
||||
/// </summary>
|
||||
public static readonly Vector2Int one = new(1, 1);
|
||||
/// <summary>
|
||||
/// A vector with values (0, 1)
|
||||
/// </summary>
|
||||
public static readonly Vector2Int up = new(0, 1);
|
||||
/// <summary>
|
||||
/// A vector with values (0, -1)
|
||||
/// </summary>
|
||||
public static readonly Vector2Int down = new(0, -1);
|
||||
/// <summary>
|
||||
/// A vector with values (0, 1)
|
||||
/// </summary>
|
||||
public static readonly Vector2Int forward = new(0, 1);
|
||||
/// <summary>
|
||||
/// A vector with values (0, -1)
|
||||
/// </summary>
|
||||
public static readonly Vector2Int back = new(0, -1);
|
||||
/// <summary>
|
||||
/// A vector3 with values (-1, 0)
|
||||
/// </summary>
|
||||
public static readonly Vector2Int left = new(-1, 0);
|
||||
/// <summary>
|
||||
/// A vector with values (1, 0)
|
||||
/// </summary>
|
||||
public static readonly Vector2Int right = new(1, 0);
|
||||
|
||||
/*
|
||||
/// <summary>
|
||||
/// Get an hash code for the vector
|
||||
/// </summary>
|
||||
/// <returns>The hash code</returns>
|
||||
public override int GetHashCode() {
|
||||
return (this.horizontal, this.vertical).GetHashCode();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests if the vector has equal values as the given vector
|
||||
/// </summary>
|
||||
/// <param name="v1">The vector to compare to</param>
|
||||
/// <returns><em>true</em> if the vector values are equal</returns>
|
||||
public readonly bool Equals(Vector2Int v) => this.horizontal == v.horizontal && vertical == v.vertical;
|
||||
|
||||
*/
|
||||
|
||||
/// <summary>
|
||||
/// Tests if the two vectors have equal values
|
||||
/// </summary>
|
||||
/// <param name="v1">The first vector</param>
|
||||
/// <param name="v2">The second vector</param>
|
||||
/// <returns><em>true</em>when the vectors have equal values</returns>
|
||||
/// Note that this uses a Float equality check which cannot be not exact in all cases.
|
||||
/// In most cases it is better to check if the Vector2.Distance between the vectors is smaller than Float.epsilon
|
||||
/// Or more efficient: (v1 - v2).sqrMagnitude < Float.sqrEpsilon
|
||||
public static bool operator ==(Vector2Int v1, Vector2Int v2) {
|
||||
return (v1.horizontal == v2.horizontal && v1.vertical == v2.vertical);
|
||||
}
|
||||
/// <summary>
|
||||
/// Tests if two vectors have different values
|
||||
/// </summary>
|
||||
/// <param name="v1">The first vector</param>
|
||||
/// <param name="v2">The second vector</param>
|
||||
/// <returns><em>true</em>when the vectors have different values</returns>
|
||||
/// Note that this uses a Float equality check which cannot be not exact in all case.
|
||||
/// In most cases it is better to check if the Vector2.Distance between the vectors is smaller than Float.epsilon.
|
||||
/// Or more efficient: (v1 - v2).sqrMagnitude < Float.sqrEpsilon
|
||||
public static bool operator !=(Vector2Int v1, Vector2Int v2) {
|
||||
return (v1.horizontal != v2.horizontal || v1.vertical != v2.vertical);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests if the vector is equal to the given object
|
||||
/// </summary>
|
||||
/// <param name="obj">The object to compare to</param>
|
||||
/// <returns><em>false</em> when the object is not a Vector2 or does not have equal values</returns>
|
||||
public override readonly bool Equals(object obj) {
|
||||
if (obj is not Vector2Int v)
|
||||
return false;
|
||||
|
||||
return (this.horizontal == v.horizontal && this.vertical == v.vertical);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get an hash code for the vector
|
||||
/// </summary>
|
||||
/// <returns>The hash code</returns>
|
||||
public override readonly int GetHashCode() {
|
||||
return HashCode.Combine(horizontal, vertical);
|
||||
}
|
||||
|
||||
public readonly float sqrMagnitude => this.horizontal * this.horizontal + this.vertical * this.vertical;
|
||||
|
||||
public static float SqrMagnitudeOf(Vector2Int v) {
|
||||
return v.sqrMagnitude;
|
||||
}
|
||||
|
||||
public readonly float magnitude =>
|
||||
MathF.Sqrt(this.horizontal * this.horizontal + this.vertical * this.vertical);
|
||||
|
||||
public static float MagnitudeOf(Vector2Int v) {
|
||||
return v.magnitude;
|
||||
}
|
||||
|
||||
/// @brief Convert the vector to a length of 1
|
||||
/// @return The vector normalized to a length of 1
|
||||
public readonly Vector2Float normalized {
|
||||
get {
|
||||
float l = magnitude;
|
||||
Vector2Float v = Vector2Float.zero;
|
||||
if (l > Float.epsilon)
|
||||
v = new Vector2Float(this) / l;
|
||||
return v;
|
||||
}
|
||||
}
|
||||
/// @brief Convert the vector to a length of 1
|
||||
/// @param v The vector to convert
|
||||
/// @return The vector normalized to a length of 1
|
||||
public static Vector2Float Normalize(Vector2Int v) {
|
||||
float num = v.magnitude;
|
||||
Vector2Float result = Vector2Float.zero;
|
||||
if (num > Float.epsilon)
|
||||
result = new Vector2Float(v) / num;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public static Vector2Int operator -(Vector2Int v) {
|
||||
return new Vector2Int(-v.horizontal, -v.vertical);
|
||||
}
|
||||
|
||||
public static Vector2Int operator -(Vector2Int v1, Vector2Int v2) {
|
||||
return new Vector2Int(v1.horizontal - v2.horizontal, v1.vertical - v2.vertical);
|
||||
}
|
||||
public static Vector2Int operator +(Vector2Int v1, Vector2Int v2) {
|
||||
return new Vector2Int(v1.horizontal + v2.horizontal, v1.vertical + v2.vertical);
|
||||
}
|
||||
|
||||
public static Vector2Int operator /(Vector2Int v, int f) {
|
||||
return new Vector2Int(v.horizontal / f, v.vertical / f);
|
||||
}
|
||||
|
||||
public static Vector2Int operator *(Vector2Int v1, int d) {
|
||||
return new Vector2Int(v1.horizontal * d, v1.vertical * d);
|
||||
}
|
||||
|
||||
public static Vector2Int operator *(int d, Vector2Int v1) {
|
||||
return new Vector2Int(d * v1.horizontal, d * v1.vertical);
|
||||
}
|
||||
|
||||
public static Vector2Int Scale(Vector2Int v1, Vector2Int v2) {
|
||||
return new Vector2Int(v1.horizontal * v2.horizontal, v1.vertical * v2.vertical);
|
||||
}
|
||||
|
||||
/// @brief The dot product of two vectors
|
||||
/// @param v1 The first vector
|
||||
/// @param v2 The second vector
|
||||
/// @return The dot product of the two vectors
|
||||
public static int Dot(Vector2Int v1, Vector2Int v2) {
|
||||
return v1.horizontal * v2.horizontal + v1.vertical * v2.vertical;
|
||||
}
|
||||
|
||||
public static float Distance(Vector2Int v1, Vector2Int v2) {
|
||||
return (v1 - v2).magnitude;
|
||||
}
|
||||
}
|
||||
}
|
||||
402
LinearAlgebra/src/Vector3Float.cs
Normal file
402
LinearAlgebra/src/Vector3Float.cs
Normal file
@ -0,0 +1,402 @@
|
||||
//#if !UNITY_5_3_OR_NEWER
|
||||
using System;
|
||||
|
||||
namespace LinearAlgebra {
|
||||
/*
|
||||
public struct Vector3Float {
|
||||
public float horizontal;
|
||||
public float vertical;
|
||||
public float depth;
|
||||
|
||||
public Vector3Float(float horizontal, float vertical, float depth) {
|
||||
this.horizontal = horizontal;
|
||||
this.vertical = vertical;
|
||||
this.depth = depth;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A vector with zero for all axis
|
||||
/// </summary>
|
||||
public static readonly Vector3Float zero = new(0, 0, 0);
|
||||
|
||||
public readonly float magnitude {
|
||||
get => (float)Math.Sqrt(this.horizontal * this.horizontal + this.vertical * this.vertical + this.depth * this.depth);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert the vector to a length of a 1
|
||||
/// </summary>
|
||||
/// <returns>The vector with length 1</returns>
|
||||
public readonly Vector3Float normalized {
|
||||
get {
|
||||
float l = magnitude;
|
||||
Vector3Float v = zero;
|
||||
if (l > Float.epsilon)
|
||||
v = this / l;
|
||||
return v;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public static Vector3Float operator *(Vector3Float v, float f) {
|
||||
Vector3Float r = new(v.horizontal * f, v.vertical * f, v.depth * f);
|
||||
return r;
|
||||
}
|
||||
public static Vector3Float operator /(Vector3Float v, float f) {
|
||||
Vector3Float r = new(v.horizontal / f, v.vertical / f, v.depth / f);
|
||||
return r;
|
||||
}
|
||||
|
||||
public static float Dot(Vector3Float v1, Vector3Float v2) {
|
||||
return v1.horizontal * v2.horizontal + v1.vertical * v2.vertical +
|
||||
v1.depth * v2.depth;
|
||||
}
|
||||
|
||||
const float epsilon = 1E-05f;
|
||||
public static Vector3Float Project(Vector3Float v, Vector3Float n) {
|
||||
float sqrMagnitude = Dot(n, n);
|
||||
if (sqrMagnitude < epsilon)
|
||||
return zero;
|
||||
else {
|
||||
float dot = Dot(v, n);
|
||||
Vector3Float r = n * dot;
|
||||
r /= sqrMagnitude;
|
||||
return r;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
/// <summary>
|
||||
/// 3-dimensional vectors
|
||||
/// </summary>
|
||||
/// This uses the right-handed coordinate system.
|
||||
public struct Vector3Float {
|
||||
|
||||
/// <summary>
|
||||
/// The right axis of the vector
|
||||
/// </summary>
|
||||
public float horizontal; //> left/right
|
||||
/// <summary>
|
||||
/// The upward axis of the vector
|
||||
/// </summary>
|
||||
public float vertical; //> up/down
|
||||
/// <summary>
|
||||
/// The forward axis of the vector
|
||||
/// </summary>
|
||||
public float depth; //> forward/backward
|
||||
|
||||
/// <summary>
|
||||
/// Create a new 3-dimensional vector
|
||||
/// </summary>
|
||||
/// <param name="horizontal">x axis value</param>
|
||||
/// <param name="vertical">y axis value</param>
|
||||
/// <param name="depth">z axis value</param>
|
||||
public Vector3Float(float horizontal, float vertical, float depth) {
|
||||
this.horizontal = horizontal;
|
||||
this.vertical = vertical;
|
||||
this.depth = depth;
|
||||
}
|
||||
|
||||
public Vector3Float(Vector3Int v) {
|
||||
this.horizontal = v.horizontal;
|
||||
this.vertical = v.vertical;
|
||||
this.depth = v.depth;
|
||||
}
|
||||
|
||||
public static Vector3Float FromSpherical(Spherical s) {
|
||||
float verticalRad = (AngleFloat.deg90 - s.direction.vertical).inRadians;
|
||||
float horizontalRad = s.direction.horizontal.inRadians;
|
||||
float cosVertical = MathF.Cos(verticalRad);
|
||||
float sinVertical = MathF.Sin(verticalRad);
|
||||
float cosHorizontal = MathF.Cos(horizontalRad);
|
||||
float sinHorizontal = MathF.Sin(horizontalRad);
|
||||
|
||||
float horizontal = s.distance * sinVertical * sinHorizontal;
|
||||
float vertical = s.distance * cosVertical;
|
||||
float depth = s.distance * sinVertical * cosHorizontal;
|
||||
return new Vector3Float(horizontal, vertical, depth);
|
||||
}
|
||||
|
||||
public override string ToString() {
|
||||
return $"({this.horizontal}, {this.vertical}, {this.depth})";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A vector with zero for all axis
|
||||
/// </summary>
|
||||
public static readonly Vector3Float zero = new Vector3Float(0, 0, 0);
|
||||
/// <summary>
|
||||
/// A vector with one for all axis
|
||||
/// </summary>
|
||||
public static readonly Vector3Float one = new Vector3Float(1, 1, 1);
|
||||
/// <summary>
|
||||
/// A Vector3Float with values (-1, 0, 0)
|
||||
/// </summary>
|
||||
public static readonly Vector3Float left = new Vector3Float(-1, 0, 0);
|
||||
/// <summary>
|
||||
/// A vector with values (1, 0, 0)
|
||||
/// </summary>
|
||||
public static readonly Vector3Float right = new Vector3Float(1, 0, 0);
|
||||
/// <summary>
|
||||
/// A vector with values (0, -1, 0)
|
||||
/// </summary>
|
||||
public static readonly Vector3Float down = new Vector3Float(0, -1, 0);
|
||||
/// <summary>
|
||||
/// A vector with values (0, 1, 0)
|
||||
/// </summary>
|
||||
public static readonly Vector3Float up = new Vector3Float(0, 1, 0);
|
||||
/// <summary>
|
||||
/// A vector with values (0, 0, -1)
|
||||
/// </summary>
|
||||
public static readonly Vector3Float back = new Vector3Float(0, -1, 0);
|
||||
/// <summary>
|
||||
/// A vector with values (0, 0, 1)
|
||||
/// </summary>
|
||||
public static readonly Vector3Float forward = new Vector3Float(0, 1, 0);
|
||||
|
||||
/// @brief The vector length
|
||||
/// @return The vector length
|
||||
public readonly float magnitude => MathF.Sqrt(horizontal * horizontal + vertical * vertical + depth * depth);
|
||||
/// <summary>
|
||||
/// The vector length
|
||||
/// </summary>
|
||||
/// <param name="v">The vector for which you need the length</param>
|
||||
/// <returns>The vector length</returns>
|
||||
public static float MagnitudeOf(Vector3Float v) {
|
||||
return v.magnitude;
|
||||
}
|
||||
|
||||
/// @brief The squared vector length
|
||||
/// @return The squared vector length
|
||||
/// @remark The squared length is computationally simpler than the real
|
||||
/// length. Think of Pythagoras A^2 + B^2 = C^2. This leaves out the
|
||||
/// calculation of the squared root of C.
|
||||
public readonly float sqrMagnitude => (horizontal * horizontal + vertical * vertical + depth * depth);
|
||||
|
||||
/// <summary>
|
||||
/// The squared vector length
|
||||
/// </summary>
|
||||
/// <param name="v">The vector for which you need the squared length</param>
|
||||
/// <returns>The squared vector length</returns>
|
||||
/// <remarks>The squared length is computationally simpler than the real
|
||||
/// length. Think of Pythagoras A^2 + B^2 = C^2. This leaves out the
|
||||
/// calculation of the squared root of C.</remarks>
|
||||
public static float SqrMagnitudeOf(Vector3Float v) {
|
||||
return v.sqrMagnitude;
|
||||
}
|
||||
|
||||
/// @brief Convert the vector to a length of 1
|
||||
/// @return The vector normalized to a length of 1
|
||||
public readonly Vector3Float normalized {
|
||||
get {
|
||||
float l = magnitude;
|
||||
Vector3Float v = zero;
|
||||
if (l > Float.epsilon)
|
||||
v = this / l;
|
||||
return v;
|
||||
}
|
||||
}
|
||||
/// @brief Convert the vector to a length of 1
|
||||
/// @param v The vector to convert
|
||||
/// @return The vector normalized to a length of 1
|
||||
public static Vector3Float Normalize(Vector3Float v) {
|
||||
float num = v.magnitude;
|
||||
Vector3Float result = zero;
|
||||
if (num > Float.epsilon)
|
||||
result = v / num;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Negate te vector such that it points in the opposite direction
|
||||
/// </summary>
|
||||
/// <param name="v1"></param>
|
||||
/// <returns>The negated vector</returns>
|
||||
public static Vector3Float operator -(Vector3Float v1) {
|
||||
Vector3Float v = new(-v1.horizontal, -v1.vertical, -v1.depth);
|
||||
return v;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Subtract two vectors
|
||||
/// </summary>
|
||||
/// <param name="v1"></param>
|
||||
/// <param name="v2"></param>
|
||||
/// <returns>The result of the subtraction</returns>
|
||||
public static Vector3Float operator -(Vector3Float v1, Vector3Float v2) {
|
||||
Vector3Float v = new(v1.horizontal - v2.horizontal, v1.vertical - v2.vertical, v1.depth - v2.depth);
|
||||
return v;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add two vectors
|
||||
/// </summary>
|
||||
/// <param name="v1"></param>
|
||||
/// <param name="v2"></param>
|
||||
/// <returns>The result of the addition</returns>
|
||||
public static Vector3Float operator +(Vector3Float v1, Vector3Float v2) {
|
||||
Vector3Float v = new(v1.horizontal + v2.horizontal, v1.vertical + v2.vertical, v1.depth + v2.depth);
|
||||
return v;
|
||||
}
|
||||
|
||||
/// @brief Scale the vector using another vector
|
||||
/// @param v1 The vector to scale
|
||||
/// @param v2 A vector with the scaling factors
|
||||
/// @return The scaled vector
|
||||
/// @remark Each component of the vector v1 will be multiplied with the
|
||||
/// matching component from the scaling vector v2.
|
||||
public static Vector3Float Scale(Vector3Float v1, Vector3Float v2) {
|
||||
return new Vector3Float(v1.horizontal * v2.horizontal, v1.vertical * v2.vertical, v1.depth * v2.depth);
|
||||
}
|
||||
|
||||
|
||||
public static Vector3Float operator *(Vector3Float v1, float d) {
|
||||
Vector3Float v = new(v1.horizontal * d, v1.vertical * d, v1.depth * d);
|
||||
return v;
|
||||
}
|
||||
|
||||
public static Vector3Float operator *(float d, Vector3Float v1) {
|
||||
Vector3Float v = new(d * v1.horizontal, d * v1.vertical, d * v1.depth);
|
||||
return v;
|
||||
}
|
||||
|
||||
public static Vector3Float operator /(Vector3Float v1, float d) {
|
||||
Vector3Float v = new(v1.horizontal / d, v1.vertical / d, v1.depth / d);
|
||||
return v;
|
||||
}
|
||||
|
||||
|
||||
//public bool Equals(Vector3Float v) => (horizontal == v.horizontal && vertical == v.vertical && depth == v.depth);
|
||||
|
||||
public static bool operator ==(Vector3Float v1, Vector3Float v2) {
|
||||
return (v1.horizontal == v2.horizontal && v1.vertical == v2.vertical && v1.depth == v2.depth);
|
||||
}
|
||||
|
||||
public static bool operator !=(Vector3Float v1, Vector3Float v2) {
|
||||
return (v1.horizontal != v2.horizontal || v1.vertical != v2.vertical || v1.depth != v2.depth);
|
||||
}
|
||||
|
||||
public override readonly bool Equals(object obj) {
|
||||
if (obj is not Vector3Float v)
|
||||
return false;
|
||||
|
||||
return (horizontal == v.horizontal && vertical == v.vertical && depth == v.depth);
|
||||
}
|
||||
|
||||
public override readonly int GetHashCode() {
|
||||
return HashCode.Combine(horizontal, vertical, depth);
|
||||
}
|
||||
|
||||
/// @brief The distance between two vectors
|
||||
/// @param v1 The first vector
|
||||
/// @param v2 The second vector
|
||||
/// @return The distance between the two vectors
|
||||
public static float Distance(Vector3Float v1, Vector3Float v2) {
|
||||
return (v2 - v1).magnitude;
|
||||
}
|
||||
|
||||
/// @brief The dot product of two vectors
|
||||
/// @param v1 The first vector
|
||||
/// @param v2 The second vector
|
||||
/// @return The dot product of the two vectors
|
||||
public static float Dot(Vector3Float v1, Vector3Float v2) {
|
||||
return v1.horizontal * v2.horizontal + v1.vertical * v2.vertical + v1.depth * v2.depth;
|
||||
}
|
||||
|
||||
/// @brief The cross product of two vectors
|
||||
/// @param v1 The first vector
|
||||
/// @param v2 The second vector
|
||||
/// @return The cross product of the two vectors
|
||||
public static Vector3Float Cross(Vector3Float v1, Vector3Float v2) {
|
||||
return new Vector3Float(v1.vertical * v2.depth - v1.depth * v2.vertical, v1.depth * v2.horizontal - v1.horizontal * v2.depth,
|
||||
v1.horizontal * v2.vertical - v1.vertical * v2.horizontal);
|
||||
|
||||
}
|
||||
|
||||
/// @brief Project the vector on another vector
|
||||
/// @param v The vector to project
|
||||
/// @param n The normal vecto to project on
|
||||
/// @return The projected vector
|
||||
public static Vector3Float Project(Vector3Float v, Vector3Float n) {
|
||||
float sqrMagnitude = Dot(n, n);
|
||||
if (sqrMagnitude < Float.epsilon)
|
||||
return zero;
|
||||
else {
|
||||
float dot = Dot(v, n);
|
||||
Vector3Float r = n * dot / sqrMagnitude;
|
||||
return r;
|
||||
}
|
||||
}
|
||||
|
||||
/// @brief Project the vector on a plane defined by a normal orthogonal to the
|
||||
/// plane.
|
||||
/// @param v The vector to project
|
||||
/// @param n The normal of the plane to project on
|
||||
/// @return Teh projected vector
|
||||
public static Vector3Float ProjectOnPlane(Vector3Float v, Vector3Float n) {
|
||||
Vector3Float r = v - Project(v, n);
|
||||
return r;
|
||||
}
|
||||
|
||||
/// @brief The angle between two vectors
|
||||
/// @param v1 The first vector
|
||||
/// @param v2 The second vector
|
||||
/// @return The angle between the two vectors
|
||||
/// @remark This reterns an unsigned angle which is the shortest distance
|
||||
/// between the two vectors. Use Vector3::SignedAngle if a signed angle is
|
||||
/// needed.
|
||||
public static AngleFloat UnsignedAngle(Vector3Float v1, Vector3Float v2) {
|
||||
float denominator = MathF.Sqrt(v1.sqrMagnitude * v2.sqrMagnitude);
|
||||
if (denominator < Float.epsilon)
|
||||
return AngleFloat.zero;
|
||||
|
||||
float dot = Dot(v1, v2);
|
||||
float fraction = dot / denominator;
|
||||
if (float.IsNaN(fraction))
|
||||
return AngleFloat.Degrees(
|
||||
fraction); // short cut to returning NaN universally
|
||||
|
||||
float cdot = Float.Clamp(fraction, -1.0f, 1.0f);
|
||||
float r = MathF.Acos(cdot);
|
||||
return AngleFloat.Radians(r);
|
||||
}
|
||||
/// @brief The signed angle between two vectors
|
||||
/// @param v1 The starting vector
|
||||
/// @param v2 The ending vector
|
||||
/// @param axis The axis to rotate around
|
||||
/// @return The signed angle between the two vectors
|
||||
public static AngleFloat SignedAngle(Vector3Float v1, Vector3Float v2,
|
||||
Vector3Float axis) {
|
||||
// angle in [0,180]
|
||||
AngleFloat angle = UnsignedAngle(v1, v2);
|
||||
|
||||
Vector3Float cross = Cross(v1, v2);
|
||||
float b = Dot(axis, cross);
|
||||
float signd = b < 0 ? -1.0F : (b > 0 ? 1.0F : 0.0F);
|
||||
|
||||
// angle in [-179,180]
|
||||
AngleFloat signed_angle = angle * signd;
|
||||
|
||||
return signed_angle;
|
||||
}
|
||||
|
||||
|
||||
/// @brief Lerp (linear interpolation) between two vectors
|
||||
/// @param v1 The starting vector
|
||||
/// @param v2 The ending vector
|
||||
/// @param f The interpolation distance
|
||||
/// @return The lerped vector
|
||||
/// @remark The factor f is unclamped. Value 0 matches the vector *v1*, Value
|
||||
/// 1 matches vector *v2*. Value -1 is vector *v1* minus the difference
|
||||
/// between *v1* and *v2* etc.
|
||||
public static Vector3Float Lerp(Vector3Float v1, Vector3Float v2, float f) {
|
||||
Vector3Float v = v1 + (v2 - v1) * f;
|
||||
return v;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
//#endif
|
||||
273
LinearAlgebra/src/Vector3Int.cs
Normal file
273
LinearAlgebra/src/Vector3Int.cs
Normal file
@ -0,0 +1,273 @@
|
||||
//#if !UNITY_5_3_OR_NEWER
|
||||
using System;
|
||||
|
||||
namespace LinearAlgebra {
|
||||
|
||||
/// <summary>
|
||||
/// 3-dimensional vectors
|
||||
/// </summary>
|
||||
/// This uses the right-handed coordinate system.
|
||||
/// <remarks>
|
||||
/// Create a new 3-dimensional vector
|
||||
/// </remarks>
|
||||
/// <param name="horizontal">x axis value</param>
|
||||
/// <param name="vertical">y axis value</param>
|
||||
/// <param name="depth">z axis value</param>
|
||||
public struct Vector3Int {
|
||||
|
||||
/// <summary>
|
||||
/// The right axis of the vector
|
||||
/// </summary>
|
||||
public int horizontal; //> left/right
|
||||
/// <summary>
|
||||
/// The upward axis of the vector
|
||||
/// </summary>
|
||||
public int vertical; //> up/down
|
||||
/// <summary>
|
||||
/// The forward axis of the vector
|
||||
/// </summary>
|
||||
public int depth; //> forward/backward
|
||||
|
||||
public Vector3Int(int horizontal, int vertical, int depth) {
|
||||
this.horizontal = horizontal;
|
||||
this.vertical = vertical;
|
||||
this.depth = depth;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A vector with zero for all axis
|
||||
/// </summary>
|
||||
public static readonly Vector3Int zero = new(0, 0, 0);
|
||||
/// <summary>
|
||||
/// A vector with one for all axis
|
||||
/// </summary>
|
||||
public static readonly Vector3Int one = new(1, 1, 1);
|
||||
/// <summary>
|
||||
/// A Vector3Int with values (-1, 0, 0)
|
||||
/// </summary>
|
||||
public static readonly Vector3Int left = new(-1, 0, 0);
|
||||
/// <summary>
|
||||
/// A vector with values (1, 0, 0)
|
||||
/// </summary>
|
||||
public static readonly Vector3Int right = new(1, 0, 0);
|
||||
/// <summary>
|
||||
/// A vector with values (0, -1, 0)
|
||||
/// </summary>
|
||||
public static readonly Vector3Int down = new(0, -1, 0);
|
||||
/// <summary>
|
||||
/// A vector with values (0, 1, 0)
|
||||
/// </summary>
|
||||
public static readonly Vector3Int up = new(0, 1, 0);
|
||||
/// <summary>
|
||||
/// A vector with values (0, 0, -1)
|
||||
/// </summary>
|
||||
public static readonly Vector3Int back = new(0, -1, 0);
|
||||
/// <summary>
|
||||
/// A vector with values (0, 0, 1)
|
||||
/// </summary>
|
||||
public static readonly Vector3Int forward = new(0, 1, 0);
|
||||
|
||||
/// @brief The vector length
|
||||
/// @return The vector length
|
||||
public readonly float magnitude => MathF.Sqrt(horizontal * horizontal + vertical * vertical + depth * depth);
|
||||
/// <summary>
|
||||
/// The vector length
|
||||
/// </summary>
|
||||
/// <param name="v">The vector for which you need the length</param>
|
||||
/// <returns>The vector length</returns>
|
||||
public static float MagnitudeOf(Vector3Int v) {
|
||||
return v.magnitude;
|
||||
}
|
||||
|
||||
/// @brief The squared vector length
|
||||
/// @return The squared vector length
|
||||
/// @remark The squared length is computationally simpler than the real
|
||||
/// length. Think of Pythagoras A^2 + B^2 = C^2. This leaves out the
|
||||
/// calculation of the squared root of C.
|
||||
public readonly float sqrMagnitude => (horizontal * horizontal + vertical * vertical + depth * depth);
|
||||
|
||||
/// <summary>
|
||||
/// The squared vector length
|
||||
/// </summary>
|
||||
/// <param name="v">The vector for which you need the squared length</param>
|
||||
/// <returns>The squared vector length</returns>
|
||||
/// <remarks>The squared length is computationally simpler than the real
|
||||
/// length. Think of Pythagoras A^2 + B^2 = C^2. This leaves out the
|
||||
/// calculation of the squared root of C.</remarks>
|
||||
public static float SqrMagnitudeOf(Vector3Int v) {
|
||||
return v.sqrMagnitude;
|
||||
}
|
||||
|
||||
/// @brief Convert the vector to a length of 1
|
||||
/// @return The vector normalized to a length of 1
|
||||
public readonly Vector3Float normalized {
|
||||
get {
|
||||
float l = magnitude;
|
||||
Vector3Float v = Vector3Float.zero;
|
||||
if (l > Float.epsilon)
|
||||
v = new Vector3Float(this) / l;
|
||||
return v;
|
||||
}
|
||||
}
|
||||
/// @brief Convert the vector to a length of 1
|
||||
/// @param v The vector to convert
|
||||
/// @return The vector normalized to a length of 1
|
||||
public static Vector3Float Normalize(Vector3Int v) {
|
||||
float num = v.magnitude;
|
||||
Vector3Float result = Vector3Float.zero;
|
||||
if (num > Float.epsilon)
|
||||
result = new Vector3Float(v) / num;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Negate te vector such that it points in the opposite direction
|
||||
/// </summary>
|
||||
/// <param name="v1"></param>
|
||||
/// <returns>The negated vector</returns>
|
||||
public static Vector3Int operator -(Vector3Int v1) {
|
||||
Vector3Int v = new(-v1.horizontal, -v1.vertical, -v1.depth);
|
||||
return v;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Subtract two vectors
|
||||
/// </summary>
|
||||
/// <param name="v1"></param>
|
||||
/// <param name="v2"></param>
|
||||
/// <returns>The result of the subtraction</returns>
|
||||
public static Vector3Int operator -(Vector3Int v1, Vector3Int v2) {
|
||||
Vector3Int v = new(v1.horizontal - v2.horizontal, v1.vertical - v2.vertical, v1.depth - v2.depth);
|
||||
return v;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add two vectors
|
||||
/// </summary>
|
||||
/// <param name="v1"></param>
|
||||
/// <param name="v2"></param>
|
||||
/// <returns>The result of the addition</returns>
|
||||
public static Vector3Int operator +(Vector3Int v1, Vector3Int v2) {
|
||||
Vector3Int v = new(v1.horizontal + v2.horizontal, v1.vertical + v2.vertical, v1.depth + v2.depth);
|
||||
return v;
|
||||
}
|
||||
|
||||
/// @brief Scale the vector using another vector
|
||||
/// @param v1 The vector to scale
|
||||
/// @param v2 A vector with the scaling factors
|
||||
/// @return The scaled vector
|
||||
/// @remark Each component of the vector v1 will be multiplied with the
|
||||
/// matching component from the scaling vector v2.
|
||||
public static Vector3Int Scale(Vector3Int v1, Vector3Int v2) {
|
||||
return new Vector3Int(v1.horizontal * v2.horizontal, v1.vertical * v2.vertical, v1.depth * v2.depth);
|
||||
}
|
||||
|
||||
|
||||
public static Vector3Int operator *(Vector3Int v1, int d) {
|
||||
Vector3Int v = new(v1.horizontal * d, v1.vertical * d, v1.depth * d);
|
||||
return v;
|
||||
}
|
||||
|
||||
public static Vector3Int operator *(int d, Vector3Int v1) {
|
||||
Vector3Int v = new(d * v1.horizontal, d * v1.vertical, d * v1.depth);
|
||||
return v;
|
||||
}
|
||||
|
||||
public static Vector3Int operator /(Vector3Int v1, int d) {
|
||||
Vector3Int v = new(v1.horizontal / d, v1.vertical / d, v1.depth / d);
|
||||
return v;
|
||||
}
|
||||
|
||||
public bool Equals(Vector3Int v) => (horizontal == v.horizontal && vertical == v.vertical && depth == v.depth);
|
||||
|
||||
public override bool Equals(object obj) {
|
||||
if (!(obj is Vector3Int v))
|
||||
return false;
|
||||
|
||||
return (horizontal == v.horizontal && vertical == v.vertical && depth == v.depth);
|
||||
}
|
||||
|
||||
public static bool operator ==(Vector3Int v1, Vector3Int v2) {
|
||||
return (v1.horizontal == v2.horizontal && v1.vertical == v2.vertical && v1.depth == v2.depth);
|
||||
}
|
||||
|
||||
public static bool operator !=(Vector3Int v1, Vector3Int v2) {
|
||||
return (v1.horizontal != v2.horizontal || v1.vertical != v2.vertical || v1.depth != v2.depth);
|
||||
}
|
||||
|
||||
public override int GetHashCode() {
|
||||
return (horizontal, vertical, depth).GetHashCode();
|
||||
}
|
||||
|
||||
/// @brief The distance between two vectors
|
||||
/// @param v1 The first vector
|
||||
/// @param v2 The second vector
|
||||
/// @return The distance between the two vectors
|
||||
public static float Distance(Vector3Int v1, Vector3Int v2) {
|
||||
return (v2 - v1).magnitude;
|
||||
}
|
||||
|
||||
/// @brief The dot product of two vectors
|
||||
/// @param v1 The first vector
|
||||
/// @param v2 The second vector
|
||||
/// @return The dot product of the two vectors
|
||||
public static float Dot(Vector3Int v1, Vector3Int v2) {
|
||||
return v1.horizontal * v2.horizontal + v1.vertical * v2.vertical + v1.depth * v2.depth;
|
||||
}
|
||||
|
||||
/// @brief The cross product of two vectors
|
||||
/// @param v1 The first vector
|
||||
/// @param v2 The second vector
|
||||
/// @return The cross product of the two vectors
|
||||
public static Vector3Int Cross(Vector3Int v1, Vector3Int v2) {
|
||||
return new Vector3Int(v1.vertical * v2.depth - v1.depth * v2.vertical, v1.depth * v2.horizontal - v1.horizontal * v2.depth,
|
||||
v1.horizontal * v2.vertical - v1.vertical * v2.horizontal);
|
||||
|
||||
}
|
||||
|
||||
/// @brief The angle between two vectors
|
||||
/// @param v1 The first vector
|
||||
/// @param v2 The second vector
|
||||
/// @return The angle between the two vectors
|
||||
/// @remark This reterns an unsigned angle which is the shortest distance
|
||||
/// between the two vectors. Use Vector3::SignedAngle if a signed angle is
|
||||
/// needed.
|
||||
public static AngleFloat UnsignedAngle(Vector3Int v1, Vector3Int v2) {
|
||||
float denominator = MathF.Sqrt(v1.sqrMagnitude * v2.sqrMagnitude);
|
||||
if (denominator < Float.epsilon)
|
||||
return AngleFloat.zero;
|
||||
|
||||
float dot = Dot(v1, v2);
|
||||
float fraction = dot / denominator;
|
||||
if (float.IsNaN(fraction))
|
||||
return AngleFloat.Degrees(
|
||||
fraction); // short cut to returning NaN universally
|
||||
|
||||
float cdot = Float.Clamp(fraction, -1.0f, 1.0f);
|
||||
float r = MathF.Acos(cdot);
|
||||
return AngleFloat.Radians(r);
|
||||
}
|
||||
/// @brief The signed angle between two vectors
|
||||
/// @param v1 The starting vector
|
||||
/// @param v2 The ending vector
|
||||
/// @param axis The axis to rotate around
|
||||
/// @return The signed angle between the two vectors
|
||||
public static AngleFloat SignedAngle(Vector3Int v1, Vector3Int v2,
|
||||
Vector3Int axis) {
|
||||
// angle in [0,180]
|
||||
AngleFloat angle = UnsignedAngle(v1, v2);
|
||||
|
||||
Vector3Int cross = Cross(v1, v2);
|
||||
float b = Dot(axis, cross);
|
||||
float signd = b < 0 ? -1.0F : (b > 0 ? 1.0F : 0.0F);
|
||||
|
||||
// angle in [-179,180]
|
||||
AngleFloat signed_angle = angle * signd;
|
||||
|
||||
return signed_angle;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
//#endif
|
||||
322
LinearAlgebra/src/float16.cs
Normal file
322
LinearAlgebra/src/float16.cs
Normal file
@ -0,0 +1,322 @@
|
||||
using System;
|
||||
|
||||
namespace LinearAlgebra {
|
||||
|
||||
public class float16 {
|
||||
//
|
||||
// FILE: float16.cpp
|
||||
// AUTHOR: Rob Tillaart
|
||||
// VERSION: 0.1.8
|
||||
// PURPOSE: library for Float16s for Arduino
|
||||
// URL: http://en.wikipedia.org/wiki/Half-precision_floating-point_format
|
||||
|
||||
ushort _value;
|
||||
|
||||
public float16() { _value = 0; }
|
||||
|
||||
public float16(float f) {
|
||||
//_value = f32tof16(f);
|
||||
_value = F32ToF16__(f);
|
||||
}
|
||||
|
||||
public float toFloat() {
|
||||
return f16tof32(_value);
|
||||
}
|
||||
|
||||
public ushort GetBinary() { return _value; }
|
||||
public void SetBinary(ushort value) { _value = value; }
|
||||
|
||||
//////////////////////////////////////////////////////////
|
||||
//
|
||||
// EQUALITIES
|
||||
//
|
||||
/*
|
||||
bool float16::operator ==(const float16 &f) { return (_value == f._value); }
|
||||
|
||||
bool float16::operator !=(const float16 &f) { return (_value != f._value); }
|
||||
|
||||
bool float16::operator >(const float16 &f) {
|
||||
if ((_value & 0x8000) && (f._value & 0x8000))
|
||||
return _value < f._value;
|
||||
if (_value & 0x8000)
|
||||
return false;
|
||||
if (f._value & 0x8000)
|
||||
return true;
|
||||
return _value > f._value;
|
||||
}
|
||||
|
||||
bool float16::operator >=(const float16 &f) {
|
||||
if ((_value & 0x8000) && (f._value & 0x8000))
|
||||
return _value <= f._value;
|
||||
if (_value & 0x8000)
|
||||
return false;
|
||||
if (f._value & 0x8000)
|
||||
return true;
|
||||
return _value >= f._value;
|
||||
}
|
||||
|
||||
bool float16::operator <(const float16 &f) {
|
||||
if ((_value & 0x8000) && (f._value & 0x8000))
|
||||
return _value > f._value;
|
||||
if (_value & 0x8000)
|
||||
return true;
|
||||
if (f._value & 0x8000)
|
||||
return false;
|
||||
return _value < f._value;
|
||||
}
|
||||
|
||||
bool float16::operator <=(const float16 &f) {
|
||||
if ((_value & 0x8000) && (f._value & 0x8000))
|
||||
return _value >= f._value;
|
||||
if (_value & 0x8000)
|
||||
return true;
|
||||
if (f._value & 0x8000)
|
||||
return false;
|
||||
return _value <= f._value;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////
|
||||
//
|
||||
// NEGATION
|
||||
//
|
||||
float16 float16::operator -() {
|
||||
float16 f16;
|
||||
f16.setBinary(_value ^ 0x8000);
|
||||
return f16;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////
|
||||
//
|
||||
// MATH
|
||||
//
|
||||
float16 float16::operator +(const float16 &f) {
|
||||
return float16(this->toDouble() + f.toDouble());
|
||||
}
|
||||
|
||||
float16 float16::operator -(const float16 &f) {
|
||||
return float16(this->toDouble() - f.toDouble());
|
||||
}
|
||||
|
||||
float16 float16::operator *(const float16 &f) {
|
||||
return float16(this->toDouble() * f.toDouble());
|
||||
}
|
||||
|
||||
float16 float16::operator /(const float16 &f) {
|
||||
return float16(this->toDouble() / f.toDouble());
|
||||
}
|
||||
|
||||
float16 & float16::operator+=(const float16 &f) {
|
||||
*this = this->toDouble() + f.toDouble();
|
||||
return *this;
|
||||
}
|
||||
|
||||
float16 & float16::operator-=(const float16 &f) {
|
||||
*this = this->toDouble() - f.toDouble();
|
||||
return *this;
|
||||
}
|
||||
|
||||
float16 & float16::operator*=(const float16 &f) {
|
||||
*this = this->toDouble() * f.toDouble();
|
||||
return *this;
|
||||
}
|
||||
|
||||
float16 & float16::operator/=(const float16 &f) {
|
||||
*this = this->toDouble() / f.toDouble();
|
||||
return *this;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////
|
||||
//
|
||||
// MATH HELPER FUNCTIONS
|
||||
//
|
||||
int float16::sign() {
|
||||
if (_value & 0x8000)
|
||||
return -1;
|
||||
if (_value & 0xFFFF)
|
||||
return 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool float16::isZero() { return ((_value & 0x7FFF) == 0x0000); }
|
||||
|
||||
bool float16::isNaN() {
|
||||
if ((_value & 0x7C00) != 0x7C00)
|
||||
return false;
|
||||
if ((_value & 0x03FF) == 0x0000)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool float16::isInf() { return ((_value == 0x7C00) || (_value == 0xFC00)); }
|
||||
*/
|
||||
//////////////////////////////////////////////////////////
|
||||
//
|
||||
// CORE CONVERSION
|
||||
//
|
||||
float f16tof32(ushort _value) {
|
||||
//ushort sgn;
|
||||
ushort man;
|
||||
int exp;
|
||||
float f;
|
||||
|
||||
//Debug.Log($"{_value}");
|
||||
|
||||
bool sgn = (_value & 0x8000) > 0;
|
||||
exp = (_value & 0x7C00) >> 10;
|
||||
man = (ushort)(_value & 0x03FF);
|
||||
|
||||
//Debug.Log($"{sgn} {exp} {man}");
|
||||
|
||||
// ZERO
|
||||
if ((_value & 0x7FFF) == 0) {
|
||||
return sgn ? -0 : 0;
|
||||
}
|
||||
// NAN & INF
|
||||
if (exp == 0x001F) {
|
||||
if (man == 0)
|
||||
return sgn ? float.NegativeInfinity : float.PositiveInfinity; //-INFINITY : INFINITY;
|
||||
else
|
||||
return float.NaN; // NAN;
|
||||
}
|
||||
|
||||
// SUBNORMAL/NORMAL
|
||||
if (exp == 0)
|
||||
f = 0;
|
||||
else
|
||||
f = 1;
|
||||
|
||||
// PROCESS MANTISSE
|
||||
for (int i = 9; i >= 0; i--) {
|
||||
f *= 2;
|
||||
if ((man & (1 << i)) != 0)
|
||||
f = f + 1;
|
||||
}
|
||||
//Debug.Log($"{f}");
|
||||
f = f * (float)Math.Pow(2.0f, exp - 25);
|
||||
if (exp == 0) {
|
||||
f = f * (float)Math.Pow(2.0f, -13); // 5.96046447754e-8;
|
||||
}
|
||||
//Debug.Log($"{f}");
|
||||
return sgn ? -f : f;
|
||||
}
|
||||
|
||||
public static uint SingleToInt32Bits(float value) {
|
||||
byte[] bytes = BitConverter.GetBytes(value);
|
||||
if (BitConverter.IsLittleEndian)
|
||||
Array.Reverse(bytes); // If the system is little-endian, reverse the byte order
|
||||
return BitConverter.ToUInt32(bytes, 0);
|
||||
}
|
||||
|
||||
public ushort F32ToF16__(float f) {
|
||||
uint t = BitConverter.ToUInt32(BitConverter.GetBytes(f), 0);
|
||||
ushort man = (ushort)((t & 0x007FFFFF) >> 12);
|
||||
int exp = (int)((t & 0x7F800000) >> 23);
|
||||
bool sgn = (t & 0x80000000) != 0;
|
||||
|
||||
// handle 0
|
||||
if ((t & 0x7FFFFFFF) == 0) {
|
||||
return sgn ? (ushort)0x8000 : (ushort)0x0000;
|
||||
}
|
||||
// denormalized float32 does not fit in float16
|
||||
if (exp == 0x00) {
|
||||
return sgn ? (ushort)0x8000 : (ushort)0x0000;
|
||||
}
|
||||
// handle infinity & NAN
|
||||
if (exp == 0x00FF) {
|
||||
if (man != 0)
|
||||
return 0xFE00; // NAN
|
||||
return sgn ? (ushort)0xFC00 : (ushort)0x7C00; // -INF : INF
|
||||
}
|
||||
|
||||
// normal numbers
|
||||
exp = exp - 127 + 15;
|
||||
// overflow does not fit => INF
|
||||
if (exp > 30) {
|
||||
return sgn ? (ushort)0xFC00 : (ushort)0x7C00; // -INF : INF
|
||||
}
|
||||
// subnormal numbers
|
||||
if (exp < -38) {
|
||||
return sgn ? (ushort)0x8000 : (ushort)0x0000; // -0 or 0 ? just 0 ?
|
||||
}
|
||||
if (exp <= 0) // subnormal
|
||||
{
|
||||
man >>= (exp + 14);
|
||||
// rounding
|
||||
man++;
|
||||
man >>= 1;
|
||||
if (sgn)
|
||||
return (ushort)(0x8000 | man);
|
||||
return man;
|
||||
}
|
||||
|
||||
// normal
|
||||
// TODO rounding
|
||||
exp <<= 10;
|
||||
man++;
|
||||
man >>= 1;
|
||||
if (sgn)
|
||||
return (ushort)(0x8000 | exp | man);
|
||||
return (ushort)(exp | man);
|
||||
}
|
||||
|
||||
//This function is faulty!!!!
|
||||
ushort f32tof16(float f) {
|
||||
//uint t = *(uint*)&f;
|
||||
//uint t = (uint)BitConverter.SingleToInt32Bits(f);
|
||||
uint t = SingleToInt32Bits(f);
|
||||
// man bits = 10; but we keep 11 for rounding
|
||||
ushort man = (ushort)((t & 0x007FFFFF) >> 12);
|
||||
short exp = (short)((t & 0x7F800000) >> 23);
|
||||
bool sgn = (t & 0x80000000) != 0;
|
||||
|
||||
// handle 0
|
||||
if ((t & 0x7FFFFFFF) == 0) {
|
||||
return sgn ? (ushort)0x8000 : (ushort)0x0000;
|
||||
}
|
||||
// denormalized float32 does not fit in float16
|
||||
if (exp == 0x00) {
|
||||
return sgn ? (ushort)0x8000 : (ushort)0x0000;
|
||||
}
|
||||
// handle infinity & NAN
|
||||
if (exp == 0x00FF) {
|
||||
if (man != 0)
|
||||
return 0xFE00; // NAN
|
||||
return sgn ? (ushort)0xFC00 : (ushort)0x7C00; // -INF : INF
|
||||
}
|
||||
|
||||
// normal numbers
|
||||
exp = (short)(exp - 127 + 15);
|
||||
// overflow does not fit => INF
|
||||
if (exp > 30) {
|
||||
return sgn ? (ushort)0xFC00 : (ushort)0x7C00; // -INF : INF
|
||||
}
|
||||
// subnormal numbers
|
||||
if (exp < -38) {
|
||||
return sgn ? (ushort)0x8000 : (ushort)0x0000; // -0 or 0 ? just 0 ?
|
||||
}
|
||||
if (exp <= 0) // subnormal
|
||||
{
|
||||
man >>= (exp + 14);
|
||||
// rounding
|
||||
man++;
|
||||
man >>= 1;
|
||||
if (sgn)
|
||||
return (ushort)(0x8000 | man);
|
||||
return man;
|
||||
}
|
||||
|
||||
// normal
|
||||
// TODO rounding
|
||||
exp <<= 10;
|
||||
man++;
|
||||
man >>= 1;
|
||||
ushort uexp = (ushort)exp;
|
||||
if (sgn)
|
||||
return (ushort)(0x8000 | uexp | man);
|
||||
return (ushort)(uexp | man);
|
||||
}
|
||||
|
||||
// -- END OF FILE --
|
||||
}
|
||||
|
||||
}
|
||||
501
LinearAlgebra/test/AngleTest.cs
Normal file
501
LinearAlgebra/test/AngleTest.cs
Normal file
@ -0,0 +1,501 @@
|
||||
#if !UNITY_5_6_OR_NEWER
|
||||
using System;
|
||||
using System.Formats.Asn1;
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace LinearAlgebra.Test {
|
||||
public class AngleTests {
|
||||
[SetUp]
|
||||
public void Setup() {
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Construct() {
|
||||
// Degrees
|
||||
float angle = 0.0f;
|
||||
AngleFloat a = AngleFloat.Degrees(angle);
|
||||
Assert.AreEqual(angle, a.inDegrees);
|
||||
|
||||
angle = -180.0f;
|
||||
a = AngleFloat.Degrees(angle);
|
||||
Assert.AreEqual(angle, a.inDegrees);
|
||||
|
||||
angle = 270.0f;
|
||||
a = AngleFloat.Degrees(angle);
|
||||
Assert.AreEqual(-90, a.inDegrees);
|
||||
|
||||
angle = -270.0f;
|
||||
a = AngleFloat.Degrees(angle);
|
||||
Assert.AreEqual(90, a.inDegrees);
|
||||
|
||||
// Radians
|
||||
angle = 0.0f;
|
||||
a = AngleFloat.Radians(angle);
|
||||
Assert.AreEqual(angle, a.inRadians);
|
||||
|
||||
angle = (float)-Math.PI;
|
||||
a = AngleFloat.Radians(angle);
|
||||
Assert.AreEqual(angle, a.inRadians);
|
||||
|
||||
angle = (float)Math.PI * 1.5f;
|
||||
a = AngleFloat.Radians(angle);
|
||||
Assert.AreEqual(-Math.PI * 0.5f, a.inRadians, 1.0E-05F);
|
||||
|
||||
// Revolutions
|
||||
angle = 0.0f;
|
||||
a = AngleFloat.Revolutions(angle);
|
||||
Assert.AreEqual(angle, a.inRevolutions);
|
||||
|
||||
angle = -0.5f;
|
||||
a = AngleFloat.Revolutions(angle);
|
||||
Assert.AreEqual(angle, a.inRevolutions);
|
||||
|
||||
angle = 0.75f;
|
||||
a = AngleFloat.Revolutions(angle);
|
||||
Assert.AreEqual(-0.25f, a.inRevolutions);
|
||||
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Revolutions() {
|
||||
AngleFloat a;
|
||||
|
||||
// Test zero
|
||||
a = AngleFloat.Revolutions(0.0f);
|
||||
Assert.AreEqual(0.0f, a.inRevolutions);
|
||||
|
||||
// Test positive values within range
|
||||
a = AngleFloat.Revolutions(0.25f);
|
||||
Assert.AreEqual(0.25f, a.inRevolutions);
|
||||
|
||||
a = AngleFloat.Revolutions(0.5f);
|
||||
Assert.AreEqual(-0.5f, a.inRevolutions);
|
||||
|
||||
// Test negative values within range
|
||||
a = AngleFloat.Revolutions(-0.25f);
|
||||
Assert.AreEqual(-0.25f, a.inRevolutions);
|
||||
|
||||
a = AngleFloat.Revolutions(-0.5f);
|
||||
Assert.AreEqual(-0.5f, a.inRevolutions);
|
||||
|
||||
// Test values outside range (positive)
|
||||
a = AngleFloat.Revolutions(1.0f);
|
||||
Assert.AreEqual(0.0f, a.inRevolutions);
|
||||
|
||||
a = AngleFloat.Revolutions(1.25f);
|
||||
Assert.AreEqual(0.25f, a.inRevolutions);
|
||||
|
||||
a = AngleFloat.Revolutions(1.75f);
|
||||
Assert.AreEqual(-0.25f, a.inRevolutions);
|
||||
|
||||
// Test values outside range (negative)
|
||||
a = AngleFloat.Revolutions(-1.0f);
|
||||
Assert.AreEqual(0.0f, a.inRevolutions);
|
||||
|
||||
a = AngleFloat.Revolutions(-1.25f);
|
||||
Assert.AreEqual(-0.25f, a.inRevolutions);
|
||||
|
||||
a = AngleFloat.Revolutions(-1.75f);
|
||||
Assert.AreEqual(0.25f, a.inRevolutions);
|
||||
|
||||
// Test infinity
|
||||
a = AngleFloat.Revolutions(float.PositiveInfinity);
|
||||
Assert.AreEqual(float.PositiveInfinity, a.inRevolutions);
|
||||
|
||||
a = AngleFloat.Revolutions(float.NegativeInfinity);
|
||||
Assert.AreEqual(float.NegativeInfinity, a.inRevolutions);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Equality() {
|
||||
// Test equality operator
|
||||
Assert.IsTrue(AngleFloat.Degrees(90) == AngleFloat.Degrees(90), "90 == 90");
|
||||
Assert.IsFalse(AngleFloat.Degrees(90) == AngleFloat.Degrees(45), "90 == 45");
|
||||
Assert.IsTrue(AngleFloat.Degrees(0) == AngleFloat.Degrees(0), "0 == 0");
|
||||
Assert.IsTrue(AngleFloat.Degrees(-180) == AngleFloat.Degrees(-180), "-180 == -180");
|
||||
|
||||
// Test inequality operator
|
||||
Assert.IsTrue(AngleFloat.Degrees(90) != AngleFloat.Degrees(45), "90 != 45");
|
||||
Assert.IsFalse(AngleFloat.Degrees(90) != AngleFloat.Degrees(90), "90 != 90");
|
||||
Assert.IsTrue(AngleFloat.Degrees(0) != AngleFloat.Degrees(1), "0 != 1");
|
||||
|
||||
// Test greater than operator
|
||||
Assert.IsTrue(AngleFloat.Degrees(90) > AngleFloat.Degrees(45), "90 > 45");
|
||||
Assert.IsFalse(AngleFloat.Degrees(45) > AngleFloat.Degrees(90), "45 > 90");
|
||||
Assert.IsFalse(AngleFloat.Degrees(90) > AngleFloat.Degrees(90), "90 > 90");
|
||||
|
||||
// Test greater than or equal operator
|
||||
Assert.IsTrue(AngleFloat.Degrees(90) >= AngleFloat.Degrees(45), "90 >= 45");
|
||||
Assert.IsTrue(AngleFloat.Degrees(90) >= AngleFloat.Degrees(90), "90 >= 90");
|
||||
Assert.IsFalse(AngleFloat.Degrees(45) >= AngleFloat.Degrees(90), "45 >= 90");
|
||||
|
||||
// Test less than operator
|
||||
Assert.IsTrue(AngleFloat.Degrees(45) < AngleFloat.Degrees(90), "45 < 90");
|
||||
Assert.IsFalse(AngleFloat.Degrees(90) < AngleFloat.Degrees(45), "90 < 45");
|
||||
Assert.IsFalse(AngleFloat.Degrees(90) < AngleFloat.Degrees(90), "90 < 90");
|
||||
|
||||
// Test less than or equal operator
|
||||
Assert.IsTrue(AngleFloat.Degrees(45) <= AngleFloat.Degrees(90), "45 <= 90");
|
||||
Assert.IsTrue(AngleFloat.Degrees(90) <= AngleFloat.Degrees(90), "90 <= 90");
|
||||
Assert.IsFalse(AngleFloat.Degrees(90) <= AngleFloat.Degrees(45), "90 <= 45");
|
||||
}
|
||||
|
||||
// [Test]
|
||||
// public void Normalize() {
|
||||
// float r = 0;
|
||||
|
||||
// r = Angle.Normalize(90);
|
||||
// Assert.AreEqual(r, 90, "Normalize 90");
|
||||
|
||||
// r = Angle.Normalize(-90);
|
||||
// Assert.AreEqual(r, -90, "Normalize -90");
|
||||
|
||||
// r = Angle.Normalize(270);
|
||||
// Assert.AreEqual(r, -90, "Normalize 270");
|
||||
|
||||
// r = Angle.Normalize(270 + 360);
|
||||
// Assert.AreEqual(r, -90, "Normalize 270+360");
|
||||
|
||||
// r = Angle.Normalize(-270);
|
||||
// Assert.AreEqual(r, 90, "Normalize -270");
|
||||
|
||||
// r = Angle.Normalize(-270 - 360);
|
||||
// Assert.AreEqual(r, 90, "Normalize -270-360");
|
||||
|
||||
// r = Angle.Normalize(0);
|
||||
// Assert.AreEqual(r, 0, "Normalize 0");
|
||||
|
||||
// r = Angle.Normalize(float.PositiveInfinity);
|
||||
// Assert.AreEqual(r, float.PositiveInfinity, "Normalize INFINITY");
|
||||
|
||||
// r = Angle.Normalize(float.NegativeInfinity);
|
||||
// Assert.AreEqual(r, float.NegativeInfinity, "Normalize INFINITY");
|
||||
// }
|
||||
|
||||
[Test]
|
||||
public void Clamp() {
|
||||
float r = 0;
|
||||
|
||||
r = AngleFloat.Clamp(AngleFloat.Degrees(1), AngleFloat.Degrees(0), AngleFloat.Degrees(2));
|
||||
Assert.AreEqual(1, r, "Clamp 1 0 2");
|
||||
|
||||
r = AngleFloat.Clamp(AngleFloat.Degrees(-1), AngleFloat.Degrees(0), AngleFloat.Degrees(2));
|
||||
Assert.AreEqual(0, r, "Clamp -1 0 2");
|
||||
|
||||
r = AngleFloat.Clamp(AngleFloat.Degrees(3), AngleFloat.Degrees(0), AngleFloat.Degrees(2));
|
||||
Assert.AreEqual(2, r, "Clamp 3 0 2");
|
||||
|
||||
r = AngleFloat.Clamp(AngleFloat.Degrees(1), AngleFloat.Degrees(0), AngleFloat.Degrees(0));
|
||||
Assert.AreEqual(0, r, "Clamp 1 0 0");
|
||||
|
||||
r = AngleFloat.Clamp(AngleFloat.Degrees(0), AngleFloat.Degrees(0), AngleFloat.Degrees(0));
|
||||
Assert.AreEqual(0, r, "Clamp 0 0 0");
|
||||
|
||||
r = AngleFloat.Clamp(AngleFloat.Degrees(0), AngleFloat.Degrees(1), AngleFloat.Degrees(-1));
|
||||
Assert.AreEqual(1, r, "Clamp 0 1 -1");
|
||||
|
||||
r = AngleFloat.Clamp(AngleFloat.Degrees(1), AngleFloat.Degrees(0), AngleFloat.Degrees(float.PositiveInfinity));
|
||||
Assert.AreEqual(1, r, "Clamp 1 0 INFINITY");
|
||||
|
||||
r = AngleFloat.Clamp(AngleFloat.Degrees(1), AngleFloat.Degrees(float.NegativeInfinity), AngleFloat.Degrees(1));
|
||||
Assert.AreEqual(1, r, "Clamp 1 -INFINITY 1");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Cos() {
|
||||
// Test zero
|
||||
Assert.AreEqual(1.0f, AngleFloat.Cos(AngleFloat.Degrees(0)), 1.0E-05F, "Cos(0°)");
|
||||
|
||||
// Test 90 degrees
|
||||
Assert.AreEqual(0.0f, AngleFloat.Cos(AngleFloat.Degrees(90)), 1.0E-05F, "Cos(90°)");
|
||||
|
||||
// Test 180 degrees
|
||||
Assert.AreEqual(-1.0f, AngleFloat.Cos(AngleFloat.Degrees(180)), 1.0E-05F, "Cos(180°)");
|
||||
|
||||
// Test 270 degrees
|
||||
Assert.AreEqual(0.0f, AngleFloat.Cos(AngleFloat.Degrees(270)), 1.0E-05F, "Cos(270°)");
|
||||
|
||||
// Test 45 degrees
|
||||
Assert.AreEqual(MathF.Sqrt(2) / 2, AngleFloat.Cos(AngleFloat.Degrees(45)), 1.0E-05F, "Cos(45°)");
|
||||
|
||||
// Test negative angle
|
||||
Assert.AreEqual(1.0f, AngleFloat.Cos(AngleFloat.Degrees(-360)), 1.0E-05F, "Cos(-360°)");
|
||||
|
||||
// Test using radians
|
||||
Assert.AreEqual(1.0f, AngleFloat.Cos(AngleFloat.Radians(0)), 1.0E-05F, "Cos(0 rad)");
|
||||
Assert.AreEqual(0.0f, AngleFloat.Cos(AngleFloat.Radians((float)Math.PI / 2)), 1.0E-05F, "Cos(π/2)");
|
||||
Assert.AreEqual(-1.0f, AngleFloat.Cos(AngleFloat.Radians((float)Math.PI)), 1.0E-05F, "Cos(π)");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Sin() {
|
||||
// Test zero
|
||||
Assert.AreEqual(0.0f, AngleFloat.Sin(AngleFloat.Degrees(0)), 1.0E-05F, "Sin(0°)");
|
||||
|
||||
// Test 90 degrees
|
||||
Assert.AreEqual(1.0f, AngleFloat.Sin(AngleFloat.Degrees(90)), 1.0E-05F, "Sin(90°)");
|
||||
|
||||
// Test 180 degrees
|
||||
Assert.AreEqual(0.0f, AngleFloat.Sin(AngleFloat.Degrees(180)), 1.0E-05F, "Sin(180°)");
|
||||
|
||||
// Test 270 degrees
|
||||
Assert.AreEqual(-1.0f, AngleFloat.Sin(AngleFloat.Degrees(270)), 1.0E-05F, "Sin(270°)");
|
||||
|
||||
// Test 45 degrees
|
||||
Assert.AreEqual(MathF.Sqrt(2) / 2, AngleFloat.Sin(AngleFloat.Degrees(45)), 1.0E-05F, "Sin(45°)");
|
||||
|
||||
// Test negative angle
|
||||
Assert.AreEqual(0.0f, AngleFloat.Sin(AngleFloat.Degrees(-360)), 1.0E-05F, "Sin(-360°)");
|
||||
|
||||
// Test using radians
|
||||
Assert.AreEqual(0.0f, AngleFloat.Sin(AngleFloat.Radians(0)), 1.0E-05F, "Sin(0 rad)");
|
||||
Assert.AreEqual(1.0f, AngleFloat.Sin(AngleFloat.Radians((float)Math.PI / 2)), 1.0E-05F, "Sin(π/2)");
|
||||
Assert.AreEqual(0.0f, AngleFloat.Sin(AngleFloat.Radians((float)Math.PI)), 1.0E-05F, "Sin(π)");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Tan() {
|
||||
// Test zero
|
||||
Assert.AreEqual(0.0f, AngleFloat.Tan(AngleFloat.Degrees(0)), 1.0E-05F, "Tan(0°)");
|
||||
|
||||
// Test 45 degrees
|
||||
Assert.AreEqual(1.0f, AngleFloat.Tan(AngleFloat.Degrees(45)), 1.0E-05F, "Tan(45°)");
|
||||
|
||||
// Test -45 degrees
|
||||
Assert.AreEqual(-1.0f, AngleFloat.Tan(AngleFloat.Degrees(-45)), 1.0E-05F, "Tan(-45°)");
|
||||
|
||||
// Test using radians
|
||||
Assert.AreEqual(0.0f, AngleFloat.Tan(AngleFloat.Radians(0)), 1.0E-05F, "Tan(0 rad)");
|
||||
Assert.AreEqual(1.0f, AngleFloat.Tan(AngleFloat.Radians((float)Math.PI / 4)), 1.0E-05F, "Tan(π/4)");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Acos() {
|
||||
// Test 1 (0 degrees)
|
||||
Assert.AreEqual(0.0f, AngleFloat.Acos(1.0f).inRadians, 1.0E-05F, "Acos(1)");
|
||||
|
||||
// Test 0 (90 degrees or π/2 radians)
|
||||
Assert.AreEqual((float)Math.PI / 2, AngleFloat.Acos(0.0f).inRadians, 1.0E-05F, "Acos(0)");
|
||||
|
||||
// Test -1 (-180 degrees or π radians)
|
||||
Assert.AreEqual((float)-Math.PI, AngleFloat.Acos(-1.0f).inRadians, 1.0E-05F, "Acos(-1)");
|
||||
|
||||
// Test 0.5 (60 degrees or π/3 radians)
|
||||
Assert.AreEqual((float)Math.PI / 3, AngleFloat.Acos(0.5f).inRadians, 1.0E-05F, "Acos(0.5)");
|
||||
|
||||
// Test sqrt(2)/2 (45 degrees or π/4 radians)
|
||||
Assert.AreEqual((float)Math.PI / 4, AngleFloat.Acos(MathF.Sqrt(2) / 2).inRadians, 1.0E-05F, "Acos(√2/2)");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Asin() {
|
||||
// Test 0 (0 degrees)
|
||||
Assert.AreEqual(0.0f, AngleFloat.Asin(0.0f).inRadians, 1.0E-05F, "Asin(0)");
|
||||
|
||||
// Test 1 (90 degrees or π/2 radians)
|
||||
Assert.AreEqual((float)Math.PI / 2, AngleFloat.Asin(1.0f).inRadians, 1.0E-05F, "Asin(1)");
|
||||
|
||||
// Test -1 (-90 degrees or -π/2 radians)
|
||||
Assert.AreEqual(-(float)Math.PI / 2, AngleFloat.Asin(-1.0f).inRadians, 1.0E-05F, "Asin(-1)");
|
||||
|
||||
// Test 0.5 (30 degrees or π/6 radians)
|
||||
Assert.AreEqual((float)Math.PI / 6, AngleFloat.Asin(0.5f).inRadians, 1.0E-05F, "Asin(0.5)");
|
||||
|
||||
// Test sqrt(2)/2 (45 degrees or π/4 radians)
|
||||
Assert.AreEqual((float)Math.PI / 4, AngleFloat.Asin(MathF.Sqrt(2) / 2).inRadians, 1.0E-05F, "Asin(√2/2)");
|
||||
}
|
||||
|
||||
|
||||
[Test]
|
||||
public void Atan() {
|
||||
// Test zero
|
||||
Assert.AreEqual(0.0f, AngleFloat.Atan(0.0f).inRadians, 1.0E-05F, "Atan(0)");
|
||||
|
||||
// Test 1 (45 degrees or π/4 radians)
|
||||
Assert.AreEqual((float)Math.PI / 4, AngleFloat.Atan(1.0f).inRadians, 1.0E-05F, "Atan(1)");
|
||||
|
||||
// Test -1 (-45 degrees or -π/4 radians)
|
||||
Assert.AreEqual(-(float)Math.PI / 4, AngleFloat.Atan(-1.0f).inRadians, 1.0E-05F, "Atan(-1)");
|
||||
|
||||
// Test sqrt(3) (60 degrees or π/3 radians)
|
||||
Assert.AreEqual((float)Math.PI / 3, AngleFloat.Atan(MathF.Sqrt(3)).inRadians, 1.0E-05F, "Atan(√3)");
|
||||
|
||||
// Test 1/sqrt(3) (30 degrees or π/6 radians)
|
||||
Assert.AreEqual((float)Math.PI / 6, AngleFloat.Atan(1.0f / MathF.Sqrt(3)).inRadians, 1.0E-05F, "Atan(1/√3)");
|
||||
|
||||
// Test positive infinity
|
||||
Assert.AreEqual((float)Math.PI / 2, AngleFloat.Atan(float.PositiveInfinity).inRadians, 1.0E-05F, "Atan(+∞)");
|
||||
|
||||
// Test negative infinity
|
||||
Assert.AreEqual(-(float)Math.PI / 2, AngleFloat.Atan(float.NegativeInfinity).inRadians, 1.0E-05F, "Atan(-∞)");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Atan2() {
|
||||
// Test basic quadrant I
|
||||
Assert.AreEqual((float)Math.PI / 4, AngleFloat.Atan2(1.0f, 1.0f).inRadians, 1.0E-05F, "Atan2(1, 1)");
|
||||
|
||||
// Test quadrant II
|
||||
Assert.AreEqual(3 * (float)Math.PI / 4, AngleFloat.Atan2(1.0f, -1.0f).inRadians, 1.0E-05F, "Atan2(1, -1)");
|
||||
|
||||
// Test quadrant III
|
||||
Assert.AreEqual(-(float)Math.PI * 0.75f, AngleFloat.Atan2(-1.0f, -1.0f).inRadians, 1.0E-05F, "Atan2(-1, -1)");
|
||||
|
||||
// Test quadrant IV
|
||||
Assert.AreEqual(-(float)Math.PI / 4, AngleFloat.Atan2(-1.0f, 1.0f).inRadians, 1.0E-05F, "Atan2(-1, 1)");
|
||||
|
||||
// Test positive x-axis
|
||||
Assert.AreEqual(0.0f, AngleFloat.Atan2(0.0f, 1.0f).inRadians, 1.0E-05F, "Atan2(0, 1)");
|
||||
|
||||
// Test positive y-axis
|
||||
Assert.AreEqual((float)Math.PI / 2, AngleFloat.Atan2(1.0f, 0.0f).inRadians, 1.0E-05F, "Atan2(1, 0)");
|
||||
|
||||
// Test negative y-axis
|
||||
Assert.AreEqual(-(float)Math.PI / 2, AngleFloat.Atan2(-1.0f, 0.0f).inRadians, 1.0E-05F, "Atan2(-1, 0)");
|
||||
|
||||
// Test origin
|
||||
Assert.AreEqual(0.0f, AngleFloat.Atan2(0.0f, 0.0f).inRadians, 1.0E-05F, "Atan2(0, 0)");
|
||||
|
||||
// Test with different magnitudes
|
||||
Assert.AreEqual((float)Math.PI / 3, AngleFloat.Atan2(MathF.Sqrt(3), 1.0f).inRadians, 1.0E-05F, "Atan2(√3, 1)");
|
||||
|
||||
// Test negative x-axis
|
||||
Assert.AreEqual((float)-Math.PI, AngleFloat.Atan2(0.0f, -1.0f).inRadians, 1.0E-05F, "Atan2(0, -1)");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Multiplication() {
|
||||
AngleFloat r = AngleFloat.zero;
|
||||
|
||||
// Angle * float
|
||||
r = AngleFloat.Degrees(90) * 2;
|
||||
Assert.AreEqual(-180, r.inDegrees, "Multiply 90 * 2");
|
||||
|
||||
r = AngleFloat.Degrees(45) * 0.5f;
|
||||
Assert.AreEqual(22.5f, r.inDegrees, "Multiply 45 * 0.5");
|
||||
|
||||
r = AngleFloat.Degrees(90) * 0;
|
||||
Assert.AreEqual(0, r.inDegrees, "Multiply 90 * 0");
|
||||
|
||||
r = AngleFloat.Degrees(-90) * 2;
|
||||
Assert.AreEqual(-180, r.inDegrees, "Multiply -90 * 2");
|
||||
|
||||
r = AngleFloat.Degrees(270) * 2;
|
||||
Assert.AreEqual(-180, r.inDegrees, "Multiply 270 * 2 (normalized)");
|
||||
|
||||
// float * Angle
|
||||
r = 2 * AngleFloat.Degrees(90);
|
||||
Assert.AreEqual(-180, r.inDegrees, "Multiply 2 * 90");
|
||||
|
||||
r = 0.5f * AngleFloat.Degrees(45);
|
||||
Assert.AreEqual(22.5, r.inDegrees, "Multiply 0.5 * 45");
|
||||
|
||||
r = 0 * AngleFloat.Degrees(90);
|
||||
Assert.AreEqual(0, r.inDegrees, "Multiply 0 * 90");
|
||||
|
||||
r = 2 * AngleFloat.Degrees(-90);
|
||||
Assert.AreEqual(-180, r.inDegrees, "Multiply 2 * -90");
|
||||
|
||||
// Negative factor
|
||||
r = AngleFloat.Degrees(90) * -1;
|
||||
Assert.AreEqual(-90, r.inDegrees, "Multiply 90 * -1");
|
||||
|
||||
r = -1 * AngleFloat.Degrees(90);
|
||||
Assert.AreEqual(-90, r.inDegrees, "Multiply -1 * 90");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void MoveTowards() {
|
||||
AngleFloat r = AngleFloat.zero;
|
||||
|
||||
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(90), 30);
|
||||
Assert.AreEqual(30, r.inDegrees, "MoveTowards 0 90 30");
|
||||
|
||||
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(90), 90);
|
||||
Assert.AreEqual(90, r.inDegrees, "MoveTowards 0 90 90");
|
||||
|
||||
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(90), 180);
|
||||
Assert.AreEqual(90, r.inDegrees, "MoveTowards 0 90 180");
|
||||
|
||||
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(90), 270);
|
||||
Assert.AreEqual(90, r.inDegrees, "MoveTowrads 0 90 270");
|
||||
|
||||
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(90), -30);
|
||||
Assert.AreEqual(0, r.inDegrees, "MoveTowards 0 90 -30");
|
||||
|
||||
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(-90), -30);
|
||||
Assert.AreEqual(0, r.inDegrees, "MoveTowards 0 -90 -30");
|
||||
|
||||
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(-90), -90);
|
||||
Assert.AreEqual(0, r.inDegrees, "MoveTowards 0 -90 -90");
|
||||
|
||||
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(-90), -180);
|
||||
Assert.AreEqual(0, r.inDegrees, "MoveTowards 0 -90 -180");
|
||||
|
||||
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(-90), -270);
|
||||
Assert.AreEqual(0, r.inDegrees, "MoveTowrads 0 -90 -270");
|
||||
|
||||
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(90), 0);
|
||||
Assert.AreEqual(0, r.inDegrees, "MoveTowards 0 90 0");
|
||||
|
||||
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(0), 0);
|
||||
Assert.AreEqual(0, r.inDegrees, "MoveTowards 0 0 0");
|
||||
|
||||
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(0), 30);
|
||||
Assert.AreEqual(0, r.inDegrees, "MoveTowrads 0 0 30");
|
||||
|
||||
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(90), float.PositiveInfinity);
|
||||
Assert.AreEqual(90, r.inDegrees, "MoveTowards 0 90 INFINITY");
|
||||
|
||||
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(float.PositiveInfinity), 30);
|
||||
Assert.AreEqual(30, r.inDegrees, "MoveTowrads 0 INFINITY 30");
|
||||
|
||||
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(-90), float.NegativeInfinity);
|
||||
Assert.AreEqual(0, r.inDegrees, "MoveTowards 0 -90 -INFINITY");
|
||||
|
||||
r = AngleFloat.MoveTowards(AngleFloat.Degrees(0), AngleFloat.Degrees(float.NegativeInfinity), -30);
|
||||
Assert.AreEqual(0, r.inDegrees, "MoveTowrads 0 -INFINITY -30");
|
||||
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Difference() {
|
||||
float r = 0;
|
||||
|
||||
r = Angles.Difference(0, 90);
|
||||
Assert.AreEqual(90, r, "Difference 0 90");
|
||||
|
||||
r = Angles.Difference(0, -90);
|
||||
Assert.AreEqual(-90, r, "Difference 0 -90");
|
||||
|
||||
r = Angles.Difference(0, 270);
|
||||
Assert.AreEqual(-90, r, "Difference 0 270");
|
||||
|
||||
r = Angles.Difference(0, -270);
|
||||
Assert.AreEqual(90, r, "Difference 0 -270");
|
||||
|
||||
r = Angles.Difference(90, 0);
|
||||
Assert.AreEqual(-90, r, "Difference 90 0");
|
||||
|
||||
r = Angles.Difference(-90, 0);
|
||||
Assert.AreEqual(90, r, "Difference -90 0");
|
||||
|
||||
r = Angles.Difference(0, 0);
|
||||
Assert.AreEqual(0, r, "Difference 0 0");
|
||||
|
||||
r = Angles.Difference(90, 90);
|
||||
Assert.AreEqual(0, r, "Difference 90 90");
|
||||
|
||||
r = Angles.Difference(0, float.PositiveInfinity);
|
||||
Assert.AreEqual(float.PositiveInfinity, r, "Difference 0 INFINITY");
|
||||
|
||||
r = Angles.Difference(0, float.NegativeInfinity);
|
||||
Assert.AreEqual(float.NegativeInfinity, r, "Difference 0 -INFINITY");
|
||||
|
||||
r = Angles.Difference(float.NegativeInfinity, float.PositiveInfinity);
|
||||
Assert.AreEqual(float.PositiveInfinity, r, "Difference -INFINITY INFINITY");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
#endif
|
||||
226
LinearAlgebra/test/DirectionTest.cs
Normal file
226
LinearAlgebra/test/DirectionTest.cs
Normal file
@ -0,0 +1,226 @@
|
||||
#if !UNITY_5_6_OR_NEWER
|
||||
using System;
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace LinearAlgebra.Test {
|
||||
public class DirectionTest {
|
||||
|
||||
[Test]
|
||||
public void RadiansForward() {
|
||||
Direction d = Direction.Radians(0, 0);
|
||||
Assert.AreEqual(0, d.horizontal.inDegrees, 0.0001f);
|
||||
Assert.AreEqual(0, d.vertical.inDegrees, 0.0001f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void RadiansUp() {
|
||||
Direction d = Direction.Radians(0, (float)Math.PI / 2);
|
||||
Assert.AreEqual(0, d.horizontal.inDegrees, 0.0001f);
|
||||
Assert.AreEqual(90, d.vertical.inDegrees, 0.0001f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void RadiansDown() {
|
||||
Direction d = Direction.Radians(0, -(float)Math.PI / 2);
|
||||
Assert.AreEqual(0, d.horizontal.inDegrees, 0.0001f);
|
||||
Assert.AreEqual(-90, d.vertical.inDegrees, 0.0001f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void RadiansArbitrary() {
|
||||
Direction d = Direction.Radians((float)Math.PI / 4, (float)Math.PI / 6);
|
||||
Assert.AreEqual(45, d.horizontal.inDegrees, 0.0001f);
|
||||
Assert.AreEqual(30, d.vertical.inDegrees, 0.0001f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void DegreesNormalize1() {
|
||||
Direction d = Direction.Degrees(112, 91);
|
||||
Assert.AreEqual(-68, d.horizontal.inDegrees, 0.0001f);
|
||||
Assert.AreEqual(89, d.vertical.inDegrees, 0.0001f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void RadiansEquivalentToDegreesConversion() {
|
||||
Direction d1 = Direction.Radians((float)Math.PI / 3, (float)Math.PI / 4);
|
||||
Direction d2 = Direction.Degrees(60, 45);
|
||||
Assert.AreEqual(d1.horizontal.inDegrees, d2.horizontal.inDegrees, 0.0001f);
|
||||
Assert.AreEqual(d1.vertical.inDegrees, d2.vertical.inDegrees, 0.0001f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ToVector3Forward() {
|
||||
Direction d = Direction.forward;
|
||||
Vector3Float v = d.ToVector3();
|
||||
Assert.AreEqual(0, v.horizontal, 0.0001f);
|
||||
Assert.AreEqual(0, v.vertical, 0.0001f);
|
||||
Assert.AreEqual(1, v.depth, 0.0001f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ToVector3Up() {
|
||||
Direction d = Direction.up;
|
||||
Vector3Float v = d.ToVector3();
|
||||
Assert.AreEqual(0, v.horizontal, 0.0001f);
|
||||
Assert.AreEqual(1, v.vertical, 0.0001f);
|
||||
Assert.AreEqual(0, v.depth, 0.0001f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ToVector3Down() {
|
||||
Direction d = Direction.down;
|
||||
Vector3Float v = d.ToVector3();
|
||||
Assert.AreEqual(0, v.horizontal, 0.0001f);
|
||||
Assert.AreEqual(-1, v.vertical, 0.0001f);
|
||||
Assert.AreEqual(0, v.depth, 0.0001f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ToVector3Left() {
|
||||
Direction d = Direction.left;
|
||||
Vector3Float v = d.ToVector3();
|
||||
Assert.AreEqual(-1, v.horizontal, 0.0001f);
|
||||
Assert.AreEqual(0, v.vertical, 0.0001f);
|
||||
Assert.AreEqual(0, v.depth, 0.0001f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void FromVector3Forward() {
|
||||
Vector3Float v = new(0, 0, 1);
|
||||
Direction d = Direction.FromVector3(v);
|
||||
Assert.AreEqual(0, d.horizontal.inDegrees, 0.0001f);
|
||||
Assert.AreEqual(0, d.vertical.inDegrees, 0.0001f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ToVector3AndBack() {
|
||||
Direction d1 = Direction.Degrees(45, 30);
|
||||
Vector3Float v = d1.ToVector3();
|
||||
Direction d2 = Direction.FromVector3(v);
|
||||
Assert.AreEqual(d1.horizontal.inDegrees, d2.horizontal.inDegrees, 0.0001f);
|
||||
Assert.AreEqual(d1.vertical.inDegrees, d2.vertical.inDegrees, 0.0001f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ToVector3AndBack2() {
|
||||
Direction d1 = Direction.Degrees(-135, 85);
|
||||
Vector3Float v = d1.ToVector3();
|
||||
Direction d2 = Direction.FromVector3(v);
|
||||
Assert.AreEqual(d1.horizontal.inDegrees, d2.horizontal.inDegrees, 0.0001f);
|
||||
Assert.AreEqual(d1.vertical.inDegrees, d2.vertical.inDegrees, 0.0001f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Compare() {
|
||||
Direction d1 = Direction.Degrees(45, 135);
|
||||
Direction d2 = new(AngleFloat.Degrees(45), AngleFloat.Degrees(135));
|
||||
bool r;
|
||||
r = d1 == d2;
|
||||
Assert.True(r);
|
||||
Assert.AreEqual(d1, d2);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void NotEqualWithDifferentHorizontal() {
|
||||
Direction d1 = Direction.Degrees(45, 30);
|
||||
Direction d2 = Direction.Degrees(90, 30);
|
||||
Assert.True(d1 != d2);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void NotEqualWithDifferentVertical() {
|
||||
Direction d1 = Direction.Degrees(45, 30);
|
||||
Direction d2 = Direction.Degrees(45, 60);
|
||||
Assert.True(d1 != d2);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void NotEqualWithDifferentBoth() {
|
||||
Direction d1 = Direction.Degrees(45, 30);
|
||||
Direction d2 = Direction.Degrees(90, 60);
|
||||
Assert.True(d1 != d2);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void NotEqualWithSameValues() {
|
||||
Direction d1 = Direction.Degrees(45, 30);
|
||||
Direction d2 = Direction.Degrees(45, 30);
|
||||
Assert.False(d1 != d2);
|
||||
}
|
||||
|
||||
|
||||
[Test]
|
||||
public void EqualsWithSameValues() {
|
||||
Direction d1 = Direction.Degrees(45, 30);
|
||||
Direction d2 = Direction.Degrees(45, 30);
|
||||
Assert.True(d1.Equals(d2));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void EqualsWithDifferentHorizontal() {
|
||||
Direction d1 = Direction.Degrees(45, 30);
|
||||
Direction d2 = Direction.Degrees(90, 30);
|
||||
Assert.False(d1.Equals(d2));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void EqualsWithDifferentVertical() {
|
||||
Direction d1 = Direction.Degrees(45, 30);
|
||||
Direction d2 = Direction.Degrees(45, 60);
|
||||
Assert.False(d1.Equals(d2));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void EqualsWithDifferentBoth() {
|
||||
Direction d1 = Direction.Degrees(45, 30);
|
||||
Direction d2 = Direction.Degrees(90, 60);
|
||||
Assert.False(d1.Equals(d2));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void EqualsWithNonDirectionObject() {
|
||||
Direction d = Direction.Degrees(45, 30);
|
||||
Assert.False(d.Equals("not a direction"));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void EqualsWithNull() {
|
||||
Direction d = Direction.Degrees(45, 30);
|
||||
Assert.False(d.Equals(null));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void EqualsWithZeros() {
|
||||
Direction d1 = Direction.forward;
|
||||
Direction d2 = Direction.Degrees(0, 0);
|
||||
Assert.True(d1.Equals(d2));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void HashCode() {
|
||||
Direction d1 = Direction.Degrees(45, 30);
|
||||
Direction d2 = Direction.Degrees(45, 30);
|
||||
Assert.AreEqual(d1.GetHashCode(), d2.GetHashCode());
|
||||
|
||||
d1 = Direction.Degrees(45, 30);
|
||||
d2 = Direction.Degrees(90, 30);
|
||||
Assert.AreNotEqual(d1.GetHashCode(), d2.GetHashCode());
|
||||
|
||||
d1 = Direction.Degrees(45, 30);
|
||||
d2 = Direction.Degrees(45, 60);
|
||||
Assert.AreNotEqual(d1.GetHashCode(), d2.GetHashCode());
|
||||
|
||||
Direction d = Direction.Degrees(45, 30);
|
||||
int hash1 = d.GetHashCode();
|
||||
int hash2 = d.GetHashCode();
|
||||
Assert.AreEqual(hash1, hash2);
|
||||
|
||||
d1 = Direction.forward;
|
||||
d2 = Direction.Degrees(0, 0);
|
||||
Assert.AreEqual(d1.GetHashCode(), d2.GetHashCode());
|
||||
}
|
||||
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
||||
19
LinearAlgebra/test/LinearAlgebra_Test.csproj
Normal file
19
LinearAlgebra/test/LinearAlgebra_Test.csproj
Normal file
@ -0,0 +1,19 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<IsPackable>false</IsPackable>
|
||||
<IsTestProject>true</IsTestProject>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.13.0" />
|
||||
<PackageReference Include="NUnit" Version="3.13.2" />
|
||||
<PackageReference Include="NUnit3TestAdapter" Version="3.17.0" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\src\LinearAlgebra.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
185
LinearAlgebra/test/QuaternionTest.cs
Normal file
185
LinearAlgebra/test/QuaternionTest.cs
Normal file
@ -0,0 +1,185 @@
|
||||
#if !UNITY_5_6_OR_NEWER
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace LinearAlgebra.Test {
|
||||
|
||||
public class QuaternionTest {
|
||||
|
||||
[SetUp]
|
||||
public void Setup() {
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Normalize() {
|
||||
Quaternion q1 = new(0, 0, 0, 1);
|
||||
Quaternion r = Quaternion.identity;
|
||||
|
||||
r = q1.normalized;
|
||||
Assert.AreEqual(r, q1, "q.normalized 0 0 0 1");
|
||||
|
||||
r = Quaternion.Normalize(q1);
|
||||
Assert.AreEqual(r, q1, "q.normalized 0 0 0 1");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ToAngles() {
|
||||
Quaternion q1 = new(0, 0, 0, 1);
|
||||
Vector3Float v = Vector3Float.zero;
|
||||
|
||||
v = Quaternion.ToAngles(q1);
|
||||
Assert.AreEqual(v, new Vector3Float(0, 0, 0), "ToAngles 0 0 0 1");
|
||||
|
||||
q1 = new(1, 0, 0, 0);
|
||||
v = Quaternion.ToAngles(q1);
|
||||
Assert.AreEqual(0, v.horizontal, "1 0 0 0 H");
|
||||
Assert.AreEqual(180, v.vertical, "1 0 0 0 V");
|
||||
Assert.AreEqual(180, v.depth, "1 0 0 0 D");
|
||||
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Multiplication() {
|
||||
Quaternion q1 = new(0, 0, 0, 1);
|
||||
Quaternion q2 = new(1, 0, 0, 0);
|
||||
Quaternion r;
|
||||
|
||||
r = q1 * q2;
|
||||
Assert.AreEqual(r, new Quaternion(1, 0, 0, 0), "0 0 0 1 * 1 0 0 0 ");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void MultiplicationVector() {
|
||||
Quaternion q1 = new(0, 0, 0, 1);
|
||||
Vector3Float v1 = new(0, 1, 0);
|
||||
Vector3Float r;
|
||||
|
||||
r = q1 * v1;
|
||||
Assert.AreEqual(r, new Vector3Float(0, 1, 0), "0 0 0 1 * Vector 0 1 0");
|
||||
|
||||
q1 = new(1, 0, 0, 0);
|
||||
r = q1 * v1;
|
||||
Assert.AreEqual(r, new Vector3Float(0, -1, 0), "1 0 0 0 * Vector 0 1 0");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Equality() {
|
||||
Quaternion q1 = new(0, 0, 0, 1);
|
||||
Quaternion q2 = new(1, 0, 0, 0);
|
||||
Assert.AreNotEqual(q1, q2, "0 0 0 1 == 1 0 0 0");
|
||||
|
||||
q2 = new(0, 0, 0, 1);
|
||||
Assert.AreEqual(q1, q2, "0 0 0 1 == 1 0 0 0");
|
||||
}
|
||||
|
||||
[Test, Ignore("ToDo")]
|
||||
public void Inverse() { }
|
||||
|
||||
[Test, Ignore("ToDo")]
|
||||
public void LookRotation() { }
|
||||
|
||||
[Test, Ignore("ToDo")]
|
||||
public void FromToRotation() { }
|
||||
|
||||
[Test, Ignore("ToDo")]
|
||||
public void RotateTowards() { }
|
||||
|
||||
[Test, Ignore("ToDo")]
|
||||
public void AngleAxis() { }
|
||||
|
||||
[Test, Ignore("ToDo")]
|
||||
public void Angle() { }
|
||||
|
||||
[Test, Ignore("ToDo")]
|
||||
public void Slerp() { }
|
||||
|
||||
[Test, Ignore("ToDo")]
|
||||
public void SlerpUnclamped() { }
|
||||
|
||||
[Test]
|
||||
public void Euler() {
|
||||
Vector3Float v1 = new(0, 0, 0);
|
||||
Quaternion q;
|
||||
|
||||
q = Quaternion.Euler(v1);
|
||||
Assert.AreEqual(q, Quaternion.identity, "Euler Vector 0 0 0");
|
||||
|
||||
q = Quaternion.Euler(0, 0, 0);
|
||||
Assert.AreEqual(q, Quaternion.identity, "Euler 0 0 0");
|
||||
|
||||
v1 = new(90, 90, -90);
|
||||
q = Quaternion.Euler(v1);
|
||||
Assert.AreEqual(q, new Quaternion(0, 0.707106709F, -0.707106709F, 0), "Euler Vector 90 90 -90");
|
||||
|
||||
q = Quaternion.Euler(90, 90, -90);
|
||||
Assert.AreEqual(q, new Quaternion(0, 0.707106709F, -0.707106709F, 0), "Euler 90 90 -90");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void EulerToAngles() {
|
||||
Vector3Float v;
|
||||
Quaternion q;
|
||||
Quaternion r;
|
||||
|
||||
//v = new(0, 0, 0);
|
||||
q = Quaternion.Euler(0, 0 , 0);
|
||||
v = Quaternion.ToAngles(q);
|
||||
r = Quaternion.Euler(v);
|
||||
Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f, "0 0 0");
|
||||
|
||||
q = Quaternion.Euler(-45, -30, -15);
|
||||
v = Quaternion.ToAngles(q);
|
||||
r = Quaternion.Euler(v);
|
||||
Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f, "-45, -30, -15");
|
||||
|
||||
// Gimball lock
|
||||
// q = Quaternion.Euler(90, 90, -90);
|
||||
// v = Quaternion.ToAngles(q);
|
||||
// r = Quaternion.Euler(v);
|
||||
// Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f, "0 0 0");
|
||||
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void GetAngleAround() {
|
||||
Vector3Float v1 = new(0, 1, 0);
|
||||
Quaternion q1 = new(0, 0, 0, 1);
|
||||
|
||||
float f = Quaternion.GetAngleAround(v1, q1);
|
||||
Assert.AreEqual(f, 0, "GetAngleAround 0 1 0 , 0 0 0 1");
|
||||
|
||||
q1 = new(0, 0.707106709F, -0.707106709F, 0);
|
||||
f = Quaternion.GetAngleAround(v1, q1);
|
||||
Assert.AreEqual(f, 180, "GetAngleAround 0 1 0 , 0 0.7 -0.7 0");
|
||||
|
||||
v1 = new(0, 0, 0);
|
||||
f = Quaternion.GetAngleAround(v1, q1);
|
||||
Assert.IsTrue(float.IsNaN(f), "GetAngleAround 0 0 0 , 0 0.7 -0.7 0");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void GetRotationAround() {
|
||||
Vector3Float v1 = new(0, 1, 0);
|
||||
Quaternion q1 = new(0, 0, 0, 1);
|
||||
|
||||
Quaternion q = Quaternion.GetRotationAround(v1, q1);
|
||||
Assert.AreEqual(q, new Quaternion(0, 0, 0, 1), "GetRotationAround 0 1 0 , 0 0 0 1");
|
||||
|
||||
q1 = new(0, 0.707106709F, -0.707106709F, 0);
|
||||
q = Quaternion.GetRotationAround(v1, q1);
|
||||
Assert.AreEqual(q, new Quaternion(0, 1, 0, 0), "GetRotationAround 0 1 0 , 0 0.7 -0.7 0");
|
||||
|
||||
v1 = new(0, 0, 0);
|
||||
q = Quaternion.GetRotationAround(v1, q1);
|
||||
bool r = float.IsNaN(q.x) && float.IsNaN(q.y) && float.IsNaN(q.z) && float.IsNaN(q.w);
|
||||
Assert.IsTrue(r, "GetRotationAround 0 0 0 , 0 0.7 -0.7 0");
|
||||
}
|
||||
|
||||
[Test, Ignore("ToDo")]
|
||||
public void GetSwingTwist() { }
|
||||
|
||||
[Test, Ignore("ToDo")]
|
||||
public void Dot() { }
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
271
LinearAlgebra/test/SphericalTest.cs
Normal file
271
LinearAlgebra/test/SphericalTest.cs
Normal file
@ -0,0 +1,271 @@
|
||||
//#if !UNITY_5_6_OR_NEWER
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace LinearAlgebra.Test {
|
||||
public class SphericalTest {
|
||||
[SetUp]
|
||||
public void Setup() {
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void FromVector3() {
|
||||
#if UNITY_5_6_OR_NEWER
|
||||
UnityEngine.Vector3 v = new(0, 0, 1);
|
||||
#else
|
||||
Vector3Float v = new(0, 0, 1);
|
||||
#endif
|
||||
Spherical s = Spherical.FromVector3(v);
|
||||
Assert.AreEqual(1.0f, s.distance, "s.distance 0 0 1");
|
||||
Assert.AreEqual(0.0f, s.direction.horizontal.inDegrees, "s.hor 0 0 1");
|
||||
Assert.AreEqual(0.0f, s.direction.vertical.inDegrees, 1.0E-05F, "s.vert 0 0 1");
|
||||
|
||||
v = new(0, 1, 0);
|
||||
s = Spherical.FromVector3(v);
|
||||
Assert.AreEqual(1.0f, s.distance, "s.distance 0 1 0");
|
||||
Assert.AreEqual(0.0f, s.direction.horizontal.inDegrees, "s.hor 0 1 0");
|
||||
Assert.AreEqual(90.0f, s.direction.vertical.inDegrees, "s.vert 0 1 0");
|
||||
|
||||
v = new(1, 0, 0);
|
||||
s = Spherical.FromVector3(v);
|
||||
Assert.AreEqual(1.0f, s.distance, "s.distance 1 0 0");
|
||||
Assert.AreEqual(90.0f, s.direction.horizontal.inDegrees, "s.hor 1 0 0");
|
||||
Assert.AreEqual(0.0f, s.direction.vertical.inDegrees, 1.0E-05F, "s.vert 1 0 0");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Addition() {
|
||||
Spherical v1 = Spherical.Degrees(1, 45, 0);
|
||||
Spherical v2 = Spherical.zero;
|
||||
Spherical r = Spherical.zero;
|
||||
|
||||
r = v1 + v2;
|
||||
Assert.AreEqual(v1.distance, r.distance, 1.0E-05F, "Addition(0,0,0)");
|
||||
|
||||
r = v1;
|
||||
r += v2;
|
||||
Assert.AreEqual(v1.distance, r.distance, 1.0E-05F, "Addition(0,0,0)");
|
||||
|
||||
v2 = Spherical.Degrees(1, 0, 90);
|
||||
r = v1 + v2;
|
||||
Assert.AreEqual(Math.Sqrt(2), r.distance, 1.0E-05F, "Addition(1 0 90)");
|
||||
Assert.AreEqual(45.0f, r.direction.horizontal.inDegrees, 1e-5f, "Addition(1 0 90)");
|
||||
Assert.AreEqual(45.0f, r.direction.vertical.inDegrees, 1.0E-05F, "Addition(1 0 90)");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Average2_IdenticalVectors() {
|
||||
Direction dir = Direction.Radians(MathF.PI / 4f, MathF.PI / 6f);
|
||||
Spherical v = new(2.5f, dir);
|
||||
|
||||
Spherical avg = Spherical.Average(v, v);
|
||||
|
||||
Assert.AreEqual(2.5f, avg.distance, 1e-5f);
|
||||
Assert.AreEqual(dir.horizontal, avg.direction.horizontal);
|
||||
Assert.AreEqual(dir.vertical, avg.direction.vertical);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Average2_OppositeUnitVectors() {
|
||||
// Two opposite vectors: same distance, horizontal opposite (pi apart), same vertical
|
||||
Spherical v1 = Spherical.Radians(1f, 0f, 0f);
|
||||
Spherical v2 = Spherical.Radians(1f, MathF.PI, 0f);
|
||||
Spherical avg = Spherical.Average(v1, v2);
|
||||
|
||||
Assert.AreEqual(0f, avg.distance, 1e-4f);
|
||||
// When distance is zero, angles may be undefined; allow any angle but ensure near-zero magnitude
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Average2_WeightedByDistance() {
|
||||
// Two vectors same direction but different distances -> weighted average distance
|
||||
Direction dir = Direction.Radians(MathF.PI / 3f, MathF.PI / 4f);
|
||||
Spherical a = new(1f, dir);
|
||||
Spherical b = new(3f, dir);
|
||||
Spherical avg = Spherical.Average(a, b);
|
||||
|
||||
// average distance should be (1+3)/2 = 2
|
||||
Assert.AreEqual(2f, avg.distance, 1e-5f);
|
||||
Assert.AreEqual(dir.horizontal.inRadians, avg.direction.horizontal.inRadians, 1e-5f);
|
||||
Assert.AreEqual(dir.vertical.inRadians, avg.direction.vertical.inRadians, 1e-5f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Average2_OppositeButNotExact_NotZero() {
|
||||
// Nearly opposite but not exact; expect a valid averaged direction and averaged distance
|
||||
Direction d1 = Direction.Radians(0f, 0f);
|
||||
Direction d2 = Direction.Radians(MathF.PI - 1e-3f, 0.0f); // slight offset
|
||||
Spherical v1 = new(2.0f, d1);
|
||||
Spherical v2 = new(4.0f, d2);
|
||||
|
||||
Spherical avg = Spherical.Average(v1, v2);
|
||||
|
||||
// Distance is arithmetic mean
|
||||
Assert.AreEqual(3.0f, avg.distance, 1e-5f);
|
||||
|
||||
// Averaged azimuth should be near +pi/2 or -pi/2? we can check it's not NaN and unit-vector properties hold
|
||||
float ux = MathF.Cos(avg.direction.horizontal.inRadians) * MathF.Cos(avg.direction.vertical.inRadians);
|
||||
float uy = MathF.Sin(avg.direction.horizontal.inRadians) * MathF.Cos(avg.direction.vertical.inRadians);
|
||||
float uz = MathF.Sin(avg.direction.vertical.inRadians);
|
||||
float mag = MathF.Sqrt(ux * ux + uy * uy + uz * uz);
|
||||
Assert.IsTrue(mag > 0.999f && mag < 1.001f);
|
||||
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Average2_BasicAverageDirectionAndDistance() {
|
||||
// Two different directions not cancelling: expect vector-average result
|
||||
Direction d1 = Direction.Radians(MathF.PI / 6f, MathF.PI / 12f); // 30°, 15°
|
||||
Direction d2 = Direction.Radians(MathF.PI / 3f, MathF.PI / 18f); // 60°, 10°
|
||||
Spherical v1 = new(2.0f, d1);
|
||||
Spherical v2 = new(4.0f, d2);
|
||||
|
||||
Spherical avg = Spherical.Average(v1, v2);
|
||||
|
||||
// Distance is arithmetic mean
|
||||
Assert.AreEqual(3.0f, avg.distance, 1e-5f);
|
||||
|
||||
// Check averaged unit-vector equals normalized sum of unit vectors computed here
|
||||
float a1 = d1.horizontal.inRadians;
|
||||
float a2 = d2.horizontal.inRadians;
|
||||
float e1 = d1.vertical.inRadians;
|
||||
float e2 = d2.vertical.inRadians;
|
||||
|
||||
float cx = MathF.Cos(a1) + MathF.Cos(a2);
|
||||
float cy = MathF.Sin(a1) + MathF.Sin(a2);
|
||||
float z1 = MathF.Sin(e1);
|
||||
float z2 = MathF.Sin(e2);
|
||||
float cz = z1 + z2;
|
||||
float mag = MathF.Sqrt(cx * cx + cy * cy + cz * cz);
|
||||
Assert.IsTrue(mag > 1e-6f);
|
||||
|
||||
float ux = cx / mag;
|
||||
float uy = cy / mag;
|
||||
float uz = cz / mag;
|
||||
|
||||
// Reconstruct direction from avg result
|
||||
float uxAvg = MathF.Cos(avg.direction.horizontal.inRadians) * MathF.Cos(avg.direction.vertical.inRadians);
|
||||
float uyAvg = MathF.Sin(avg.direction.horizontal.inRadians) * MathF.Cos(avg.direction.vertical.inRadians);
|
||||
float uzAvg = MathF.Sin(avg.direction.vertical.inRadians);
|
||||
|
||||
Assert.AreEqual(ux, uxAvg, 1e-4f);
|
||||
Assert.AreEqual(uy, uyAvg, 1e-4f);
|
||||
Assert.AreEqual(uz, uzAvg, 1e-4f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Average_IdenticalVectors() {
|
||||
var dir = Direction.Radians(MathF.PI / 4f, MathF.PI / 6f);
|
||||
var v = new Spherical(2.5f, dir);
|
||||
var list = new List<Spherical> { v, v, v };
|
||||
|
||||
var avg = Spherical.Average(list);
|
||||
|
||||
Assert.AreEqual(2.5f, avg.distance, 1e-5f);
|
||||
Assert.AreEqual(dir.horizontal, avg.direction.horizontal);
|
||||
Assert.AreEqual(dir.vertical, avg.direction.vertical);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Average_SingleElement() {
|
||||
Spherical s = Spherical.Radians(1.234f, 0.3f, -0.7f);
|
||||
Spherical avg = Spherical.Average(new List<Spherical> { s });
|
||||
|
||||
Assert.AreEqual(s.distance, avg.distance, 1e-5f);
|
||||
Assert.AreEqual(s.direction.horizontal.inRadians, avg.direction.horizontal.inRadians, 1e-5f);
|
||||
Assert.AreEqual(s.direction.vertical.inRadians, avg.direction.vertical.inRadians, 1e-5f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Average_OppositeUnitVectors() {
|
||||
// Two opposite vectors: same distance, horizontal opposite (pi apart), same vertical
|
||||
Spherical v1 = Spherical.Radians(1f, 0f, 0f);
|
||||
Spherical v2 = Spherical.Radians(1f, MathF.PI, 0f);
|
||||
Spherical avg = Spherical.Average(new List<Spherical> { v1, v2 });
|
||||
|
||||
Assert.AreEqual(0f, avg.distance, 1e-4f);
|
||||
// When distance is zero, angles may be undefined; allow any angle but ensure near-zero magnitude
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Average_WeightedByDistance() {
|
||||
// Two vectors same direction but different distances -> weighted average distance
|
||||
Direction dir = Direction.Radians(MathF.PI / 3f, MathF.PI / 4f);
|
||||
Spherical a = new(1f, dir);
|
||||
Spherical b = new(3f, dir);
|
||||
Spherical avg = Spherical.Average(new List<Spherical> { a, b });
|
||||
|
||||
// average distance should be (1+3)/2 = 2
|
||||
Assert.AreEqual(2f, avg.distance, 1e-5f);
|
||||
Assert.AreEqual(dir.horizontal.inRadians, avg.direction.horizontal.inRadians, 1e-5f);
|
||||
Assert.AreEqual(dir.vertical.inRadians, avg.direction.vertical.inRadians, 1e-5f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Average_AxisSymmetricAroundVertical() {
|
||||
// Four vectors around azimuth 0, pi/2, pi, 3pi/2 at same elevation (vertical) angle phi
|
||||
float phi = MathF.PI / 6f; // elevation from horizontal plane
|
||||
var dirs = new List<Spherical> {
|
||||
new(1f, Direction.Radians(0f, phi)),
|
||||
new(1f, Direction.Radians(MathF.PI/2, phi)),
|
||||
new(1f, Direction.Radians(MathF.PI, phi)),
|
||||
new(1f, Direction.Radians(3*MathF.PI/2, phi))
|
||||
};
|
||||
|
||||
Spherical avg = Spherical.Average(dirs);
|
||||
|
||||
// rAvg should equal r * sin(elevation) = sin(phi)
|
||||
Assert.AreEqual(MathF.Sin(phi), avg.distance, 1e-4f);
|
||||
// vertical angle undefined when horizontal xy components cancel; allow any angle but ensure r matches
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Average_AxisSymmetricAroundVertical2() {
|
||||
// Four vectors around azimuth 0, pi/2, pi, 3pi/2 at same polar angle from vertical (alpha)
|
||||
float alpha = MathF.PI / 6f; // polar angle from vertical
|
||||
float elevation = MathF.PI / 2f - alpha; // convert polar-from-vertical to elevation
|
||||
var dirs = new List<Spherical> {
|
||||
new(1f, Direction.Radians(0f, elevation)),
|
||||
new(1f, Direction.Radians(MathF.PI/2, elevation)),
|
||||
new(1f, Direction.Radians(MathF.PI, elevation)),
|
||||
new(1f, Direction.Radians(3*MathF.PI/2, elevation))
|
||||
};
|
||||
|
||||
Spherical avg = Spherical.Average(dirs);
|
||||
|
||||
// rAvg should equal r * sin(elevation) which equals cos(alpha)
|
||||
Assert.AreEqual(MathF.Cos(alpha), avg.distance, 1e-4f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Average_CompareWithVector3() {
|
||||
// Four vectors around azimuth 0, pi/2, pi, 3pi/2 at same polar angle from vertical (alpha)
|
||||
float alpha = MathF.PI / 6f; // polar angle from vertical
|
||||
float elevation = MathF.PI / 2f - alpha; // convert polar-from-vertical to elevation
|
||||
List<Spherical> dirs = new List<Spherical> {
|
||||
new(1f, Direction.Radians(0f, elevation)),
|
||||
new(2f, Direction.Radians(MathF.PI/2, elevation+1)),
|
||||
new(3f, Direction.Radians(MathF.PI, elevation+2)),
|
||||
new(4f, Direction.Radians(3*MathF.PI/2, elevation+3))
|
||||
};
|
||||
|
||||
Spherical avg = Spherical.Average(dirs);
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
UnityEngine.Vector3 r = UnityEngine.Vector3.zero;
|
||||
#else
|
||||
Vector3Float r = Vector3Float.zero;
|
||||
#endif
|
||||
foreach (Spherical dir in dirs) {
|
||||
r += dir.ToVector3();
|
||||
}
|
||||
r = r / 4;
|
||||
Spherical avg2 = Spherical.FromVector3(r);
|
||||
|
||||
Assert.AreEqual(avg, avg2);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
//#endif
|
||||
131
LinearAlgebra/test/SwingTwistTest.cs
Normal file
131
LinearAlgebra/test/SwingTwistTest.cs
Normal file
@ -0,0 +1,131 @@
|
||||
#if !UNITY_5_6_OR_NEWER
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace LinearAlgebra.Test {
|
||||
|
||||
[TestFixture]
|
||||
public class SwingTwistTest {
|
||||
|
||||
[Test]
|
||||
public void Degrees_CreatesSwingTwistWithDegreeAngles() {
|
||||
SwingTwist st = SwingTwist.Degrees(45, 30, 15);
|
||||
Assert.IsNotNull(st);
|
||||
Assert.AreEqual(45, st.swing.horizontal.inDegrees, 0.01f);
|
||||
Assert.AreEqual(30, st.swing.vertical.inDegrees, 0.01f);
|
||||
Assert.AreEqual(15, st.twist.inDegrees, 0.01f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Radians_CreatesSwingTwistWithRadianAngles() {
|
||||
float pi = (float)System.Math.PI;
|
||||
SwingTwist st = SwingTwist.Radians(pi / 4, pi / 6, pi / 12);
|
||||
Assert.IsNotNull(st);
|
||||
Assert.AreEqual(45, st.swing.horizontal.inDegrees, 0.01f);
|
||||
Assert.AreEqual(30, st.swing.vertical.inDegrees, 0.01f);
|
||||
Assert.AreEqual(15, st.twist.inDegrees, 0.01f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Zero_CreatesZeroRotation() {
|
||||
SwingTwist st = SwingTwist.zero;
|
||||
Assert.AreEqual(0, st.swing.horizontal.inDegrees, 0.01f);
|
||||
Assert.AreEqual(0, st.swing.vertical.inDegrees, 0.01f);
|
||||
Assert.AreEqual(0, st.twist.inDegrees, 0.01f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void QuaternionTest() {
|
||||
Quaternion q;
|
||||
SwingTwist s;
|
||||
Quaternion r;
|
||||
|
||||
q = Quaternion.identity;
|
||||
s = SwingTwist.FromQuaternion(q);
|
||||
r = s.ToQuaternion();
|
||||
Assert.AreEqual(q, r);
|
||||
|
||||
q = Quaternion.Euler(90, 0, 0);
|
||||
s = SwingTwist.FromQuaternion(q);
|
||||
Assert.AreEqual(0, s.swing.horizontal.inDegrees, 10e-2f);
|
||||
Assert.AreEqual(90, s.swing.vertical.inDegrees, 10e-2f);
|
||||
Assert.AreEqual(0, s.twist.inDegrees, 0.01f);
|
||||
r = s.ToQuaternion();
|
||||
Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f);
|
||||
|
||||
q = Quaternion.Euler(0, 90, 0);
|
||||
s = SwingTwist.FromQuaternion(q);
|
||||
Assert.AreEqual(90, s.swing.horizontal.inDegrees,10e-2f);
|
||||
Assert.AreEqual(0, s.swing.vertical.inDegrees, 0.01f);
|
||||
Assert.AreEqual(0, s.twist.inDegrees, 0.01f);
|
||||
r = s.ToQuaternion();
|
||||
Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f);
|
||||
|
||||
q = Quaternion.Euler(0, 0, 90);
|
||||
s = SwingTwist.FromQuaternion(q);
|
||||
Assert.AreEqual(0, s.swing.horizontal.inDegrees, 0.01f);
|
||||
Assert.AreEqual(0, s.swing.vertical.inDegrees, 0.01f);
|
||||
Assert.AreEqual(90, s.twist.inDegrees, 0.01f);
|
||||
r = s.ToQuaternion();
|
||||
Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f);
|
||||
|
||||
q = Quaternion.Euler(0, 180, 0);
|
||||
s = SwingTwist.FromQuaternion(q);
|
||||
Assert.AreEqual(-180, s.swing.horizontal.inDegrees, 0.01f);
|
||||
Assert.AreEqual(0, s.swing.vertical.inDegrees, 0.01f);
|
||||
Assert.AreEqual(0, s.twist.inDegrees, 0.01f);
|
||||
r = s.ToQuaternion();
|
||||
Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f);
|
||||
|
||||
q = Quaternion.Euler(0, 135, 0);
|
||||
s = SwingTwist.FromQuaternion(q);
|
||||
Assert.AreEqual(135, s.swing.horizontal.inDegrees, 0.01f);
|
||||
Assert.AreEqual(0, s.swing.vertical.inDegrees, 0.01f);
|
||||
Assert.AreEqual(0, s.twist.inDegrees, 0.01f);
|
||||
r = s.ToQuaternion();
|
||||
Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f);
|
||||
|
||||
q = Quaternion.Euler(60, 45, 30);
|
||||
s = SwingTwist.FromQuaternion(q);
|
||||
Assert.AreEqual(45, s.swing.horizontal.inDegrees, 0.01f);
|
||||
Assert.AreEqual(60, s.swing.vertical.inDegrees, 0.01f);
|
||||
Assert.AreEqual(30, s.twist.inDegrees, 0.01f);
|
||||
// r = s.ToQuaternion();
|
||||
// Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f);
|
||||
|
||||
// q = Quaternion.Euler(-45, -30, -15);
|
||||
// s = SwingTwist.FromQuaternion(q);
|
||||
// Assert.AreEqual(-30, s.swing.horizontal.inDegrees, 0.01f);
|
||||
// Assert.AreEqual(-45, s.swing.vertical.inDegrees, 0.01f);
|
||||
// Assert.AreEqual(-15, s.twist.inDegrees, 0.01f);
|
||||
// r = s.ToQuaternion();
|
||||
// Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f);
|
||||
|
||||
// q = Quaternion.Euler(180, 180, 180);
|
||||
// s = SwingTwist.FromQuaternion(q);
|
||||
// Assert.AreEqual(-180, s.swing.horizontal.inDegrees, 0.01f);
|
||||
// Assert.AreEqual(-180, s.swing.vertical.inDegrees, 0.01f);
|
||||
// Assert.AreEqual(-180, s.twist.inDegrees, 0.01f);
|
||||
// r = s.ToQuaternion();
|
||||
// Assert.AreEqual(0, Quaternion.UnsignedAngle(q, r), 10e-2f);
|
||||
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ToAngleAxis_ConvertsToSpherical() {
|
||||
SwingTwist st = SwingTwist.Degrees(45, 30, 15);
|
||||
Spherical s = st.ToAngleAxis();
|
||||
Assert.IsNotNull(s);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void FromAngleAxis_ConvertsFromSpherical() {
|
||||
Spherical s = new(90, Direction.Degrees(45, 0));
|
||||
SwingTwist st = SwingTwist.FromAngleAxis(s);
|
||||
Assert.IsNotNull(st);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
364
LinearAlgebra/test/Vector2FloatTest.cs
Normal file
364
LinearAlgebra/test/Vector2FloatTest.cs
Normal file
@ -0,0 +1,364 @@
|
||||
#if !UNITY_5_6_OR_NEWER
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace LinearAlgebra.Test {
|
||||
using Vector2 = Vector2Float;
|
||||
|
||||
public class Vector2FloatTest {
|
||||
|
||||
[SetUp]
|
||||
public void Setup() {
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void FromPolar() {
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Equality() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
Vector2 v2 = new(1, 2);
|
||||
|
||||
Assert.IsFalse(v1 == v2, "4 5 == 1 2");
|
||||
Assert.IsTrue(v1 != v2, "4 5 != 1 2");
|
||||
|
||||
v2 = new(4, 5);
|
||||
Assert.IsTrue(v1 == v2, "4 5 == 4 5");
|
||||
Assert.IsFalse(v1 != v2, "4 5 != 4 5");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Magnitude() {
|
||||
Vector2 v = new(1, 2);
|
||||
float m = 0;
|
||||
m = v.magnitude;
|
||||
Assert.AreEqual(m, 2.236068F, "v.magnitude 1 2");
|
||||
|
||||
m = Vector2.MagnitudeOf(v);
|
||||
Assert.AreEqual(m, 2.236068F, "MagnitudeOf 1 2");
|
||||
|
||||
v = new(-1, -2);
|
||||
m = v.magnitude;
|
||||
Assert.AreEqual(m, 2.236068F, "v.magnitude -1 -2");
|
||||
|
||||
v = new(0, 0);
|
||||
m = v.magnitude;
|
||||
Assert.AreEqual(m, 0, "v.magnitude 0 0");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void SqrMagnitude() {
|
||||
Vector2 v = new(1, 2);
|
||||
float m = 0;
|
||||
|
||||
m = v.sqrMagnitude;
|
||||
Assert.AreEqual(m, 5, "v.sqrMagnitude 1 2");
|
||||
|
||||
m = Vector2.SqrMagnitudeOf(v);
|
||||
Assert.AreEqual(m, 5, "SqrMagnitudeOf 1 2");
|
||||
|
||||
v = new(-1, -2);
|
||||
m = v.sqrMagnitude;
|
||||
Assert.AreEqual(m, 5, "v.sqrMagnitude -1 -2");
|
||||
|
||||
v = new(0, 0);
|
||||
m = v.sqrMagnitude;
|
||||
Assert.AreEqual(m, 0, "v.sqrMagnitude 0 0");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Distance() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
Vector2 v2 = new(1, 2);
|
||||
float f = 0;
|
||||
|
||||
f = Vector2.Distance(v1, v2);
|
||||
Assert.AreEqual(f, 4.24264002f, 1.0E-05F, "Distance(4 5, 1 2)");
|
||||
|
||||
v2 = new(-1, -2);
|
||||
f = Vector2.Distance(v1, v2);
|
||||
Assert.AreEqual(f, 8.602325F, "Distance(4 5, 1 2)");
|
||||
|
||||
v2 = new(0, 0);
|
||||
f = Vector2.Distance(v1, v2);
|
||||
Assert.AreEqual(f, 6.403124F, 1.0E-05F, "Distance(4 5, 1 2)");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Normalize() {
|
||||
Vector2 v = new(0, 3);
|
||||
Vector2Float r;
|
||||
|
||||
r = v.normalized;
|
||||
Assert.AreEqual(0, r.horizontal, "normalized 0 3 H");
|
||||
Assert.AreEqual(1, r.vertical, "normalized 0 3 V");
|
||||
|
||||
r = Vector2.Normalize(v);
|
||||
Assert.AreEqual(0, r.horizontal, "Normalize 0 3 H");
|
||||
Assert.AreEqual(1, r.vertical, "Normalize 0 3 V");
|
||||
|
||||
v = new(0, -3);
|
||||
r = v.normalized;
|
||||
Assert.AreEqual(0, r.horizontal, "normalized 0 -3 H");
|
||||
Assert.AreEqual(-1, r.vertical, "normalized 0 -3 V");
|
||||
|
||||
v = new(0, 0);
|
||||
r = v.normalized;
|
||||
Assert.AreEqual(0, r.horizontal, "normalized 0 0 H");
|
||||
Assert.AreEqual(0, r.vertical, "normalized 0 0 V");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Negate() {
|
||||
Vector2 v = new(4, 5);
|
||||
Vector2 r;
|
||||
|
||||
r = -v;
|
||||
Assert.AreEqual(-4, r.horizontal, "- 4 5 H");
|
||||
Assert.AreEqual(-5, r.vertical, "- 4 5 V");
|
||||
|
||||
v = new(-4, -5);
|
||||
r = -v;
|
||||
Assert.AreEqual(4, r.horizontal, "- -4 -5 H");
|
||||
Assert.AreEqual(5, r.vertical, "- -4 -5 V");
|
||||
|
||||
v = new(0, 0);
|
||||
r = -v;
|
||||
Assert.AreEqual(0, r.horizontal, "- 0 0 H");
|
||||
Assert.AreEqual(0, r.vertical, "- 0 0 V");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Subtract() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
Vector2 v2 = new(1, 2);
|
||||
Vector2 r = Vector2.zero;
|
||||
|
||||
r = v1 - v2;
|
||||
Assert.IsTrue(r == new Vector2(3, 3), "4 5 - 1 2");
|
||||
|
||||
v2 = new(-1, -2);
|
||||
r = v1 - v2;
|
||||
Assert.IsTrue(r == new Vector2(5, 7), "4 5 - -1 -2");
|
||||
|
||||
v2 = new(4, 5);
|
||||
r = v1 - v2;
|
||||
Assert.IsTrue(r == new Vector2(0, 0), "4 5 - 4 5");
|
||||
r = v1;
|
||||
r -= v2;
|
||||
Assert.AreEqual(r, new Vector2(0, 0), "4 5 - 4 5");
|
||||
|
||||
v2 = new(0, 0);
|
||||
r = v1 - v2;
|
||||
Assert.AreEqual(r, new Vector2(4, 5), "4 5 - 0 0");
|
||||
r -= v2;
|
||||
Assert.AreEqual(r, new Vector2(4, 5), "4 5 - 0 0");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Addition() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
Vector2 v2 = new(1, 2);
|
||||
Vector2 r = Vector2.zero;
|
||||
|
||||
r = v1 + v2;
|
||||
Assert.IsTrue(r == new Vector2(5, 7), "4 5 + 1 2");
|
||||
|
||||
v2 = new(-1, -2);
|
||||
r = v1 + v2;
|
||||
Assert.IsTrue(r == new Vector2(3, 3), "4 5 + -1 -2");
|
||||
r = v1;
|
||||
r += v2;
|
||||
Assert.AreEqual(r, new Vector2(3, 3), "4 5 + -1 -2");
|
||||
|
||||
v2 = new(0, 0);
|
||||
r = v1 + v2;
|
||||
Assert.AreEqual(r, new Vector2(4, 5), "4 5 + 0 0");
|
||||
r += v2;
|
||||
Assert.AreEqual(r, new Vector2(4, 5), "4 5 + 0 0");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Scale() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
Vector2 v2 = new(1, 2);
|
||||
Vector2 r;
|
||||
|
||||
r = Vector2.Scale(v1, v2);
|
||||
Assert.AreEqual(4, r.horizontal, "Scale 4 5 , 1 2 H");
|
||||
Assert.AreEqual(10, r.vertical, "Scale 4 5 , 1 2 V");
|
||||
|
||||
v2 = new(-1, -2);
|
||||
r = Vector2.Scale(v1, v2);
|
||||
Assert.AreEqual(-4, r.horizontal, "Scale 4 5 , -1 -2 H");
|
||||
Assert.AreEqual(-10, r.vertical, "Scale 4 5 , -1 -2 V");
|
||||
|
||||
v2 = new(0, 0);
|
||||
r = Vector2.Scale(v1, v2);
|
||||
Assert.AreEqual(0, r.horizontal, "Scale 4 5 , 0 0 H");
|
||||
Assert.AreEqual(0, r.vertical, "Scale 4 5 , 0 0 V");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Multiply() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
int f = 3;
|
||||
Vector2 r;
|
||||
|
||||
r = v1 * f;
|
||||
Assert.AreEqual(12, r.horizontal, "4 5 * 3 H");
|
||||
Assert.AreEqual(15, r.vertical, "4 5 * 3 V");
|
||||
|
||||
r = f * v1;
|
||||
Assert.AreEqual(12, r.horizontal, "3 * 4 5 H");
|
||||
Assert.AreEqual(15, r.vertical, "3 * 4 5 V");
|
||||
|
||||
f = -3;
|
||||
r = v1 * f;
|
||||
Assert.AreEqual(-12, r.horizontal, "4 5 * -3 H");
|
||||
Assert.AreEqual(-15, r.vertical, "4 5 * -3 V");
|
||||
|
||||
f = 0;
|
||||
r = v1 * f;
|
||||
Assert.AreEqual(0, r.horizontal, "4 5 * 0 H");
|
||||
Assert.AreEqual(0, r.vertical, "4 5 * 0 V");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Divide() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
float f = 2;
|
||||
Vector2 r;
|
||||
|
||||
r = v1 / f;
|
||||
Assert.AreEqual(2, r.horizontal, "4 5 / 2 H");
|
||||
Assert.AreEqual(2.5, r.vertical, "4 5 / 2 V");
|
||||
|
||||
f = -2;
|
||||
r = v1 / f;
|
||||
Assert.AreEqual(-2, r.horizontal, "4 5 / -2 H");
|
||||
Assert.AreEqual(-2.5, r.vertical, "4 5 / -2 V");
|
||||
|
||||
f = 0;
|
||||
r = v1 / f;
|
||||
Assert.AreEqual(float.PositiveInfinity, r.horizontal, "4 5 / 0 H");
|
||||
Assert.AreEqual(float.PositiveInfinity, r.vertical, "4 5 / 0 V");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Dot() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
Vector2 v2 = new(1, 2);
|
||||
float f;
|
||||
|
||||
f = Vector2.Dot(v1, v2);
|
||||
Assert.AreEqual(14, f, "Dot(4 5, 1 2)");
|
||||
|
||||
v2 = new(-1, -2);
|
||||
f = Vector2.Dot(v1, v2);
|
||||
Assert.AreEqual(-14, f, "Dot(4 5, -1 -2)");
|
||||
|
||||
v2 = new(0, 0);
|
||||
f = Vector2.Dot(v1, v2);
|
||||
Assert.AreEqual(0, f, "Dot(4 5, 0 0)");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void SignedAngle() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
Vector2 v2 = new(1, 2);
|
||||
float f;
|
||||
|
||||
f = Vector2.SignedAngle(v1, v2);
|
||||
Assert.AreEqual(-12.094758f, f);
|
||||
|
||||
v2 = new(-1, -2);
|
||||
f = Vector2.SignedAngle(v1, v2);
|
||||
Assert.AreEqual(167.905228f, f);
|
||||
|
||||
v2 = new(0, 0);
|
||||
f = Vector2.SignedAngle(v1, v2);
|
||||
Assert.AreEqual(0, f);
|
||||
|
||||
v1 = new(0, 1);
|
||||
v2 = new(1, 0);
|
||||
f = Vector2.SignedAngle(v1, v2);
|
||||
Assert.AreEqual(90, f);
|
||||
|
||||
v1 = new(0, 1);
|
||||
v2 = new(0, -1);
|
||||
f = Vector2.SignedAngle(v1, v2);
|
||||
Assert.AreEqual(180, f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void UnsignedAngle() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
Vector2 v2 = new(1, 2);
|
||||
float f;
|
||||
|
||||
f = Vector2.UnsignedAngle(v1, v2);
|
||||
Assert.AreEqual(12.094758f, f);
|
||||
|
||||
v2 = new(-1, -2);
|
||||
f = Vector2.UnsignedAngle(v1, v2);
|
||||
Assert.AreEqual(167.905228f, f);
|
||||
|
||||
v2 = new(0, 0);
|
||||
f = Vector2.UnsignedAngle(v1, v2);
|
||||
Assert.AreEqual(0, f);
|
||||
|
||||
v1 = new(0, 1);
|
||||
v2 = new(1, 0);
|
||||
f = Vector2.UnsignedAngle(v1, v2);
|
||||
Assert.AreEqual(90, f);
|
||||
|
||||
v1 = new(0, 1);
|
||||
v2 = new(0, -1);
|
||||
f = Vector2.UnsignedAngle(v1, v2);
|
||||
Assert.AreEqual(180, f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Rotate() {
|
||||
Vector2 v1 = new(1, 2);
|
||||
Vector2 r;
|
||||
|
||||
r = Vector2.Rotate(v1, AngleFloat.Degrees(0));
|
||||
Assert.AreEqual(0, Vector2.Distance(r, v1));
|
||||
|
||||
r = Vector2.Rotate(v1, AngleFloat.Degrees(180));
|
||||
Assert.AreEqual(0, Vector2.Distance(r, new Vector2(-1, -2)), 1.0e-06);
|
||||
|
||||
r = Vector2.Rotate(v1, AngleFloat.Degrees(-90));
|
||||
Assert.AreEqual(0, Vector2.Distance(r, new Vector2(2, -1)), 1.0e-06);
|
||||
|
||||
r = Vector2.Rotate(v1, AngleFloat.Degrees(270));
|
||||
Assert.AreEqual(0, Vector2.Distance(r, new Vector2(2, -1)), 1.0e-06);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Lerp() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
Vector2 v2 = new(1, 2);
|
||||
Vector2 r;
|
||||
|
||||
r = Vector2.Lerp(v1, v2, 0);
|
||||
Assert.AreEqual(0, Vector2.Distance(r, v1), 0);
|
||||
|
||||
r = Vector2.Lerp(v1, v2, 1);
|
||||
Assert.AreEqual(0, Vector2.Distance(r, v2), 0);
|
||||
|
||||
r = Vector2.Lerp(v1, v2, 0.5f);
|
||||
Assert.AreEqual(0, Vector2.Distance(r, new Vector2(2.5f, 3.5f)), 0);
|
||||
|
||||
r = Vector2.Lerp(v1, v2, -1);
|
||||
Assert.AreEqual(0, Vector2.Distance(r, new Vector2(7, 8)), 0);
|
||||
|
||||
r = Vector2.Lerp(v1, v2, 2);
|
||||
Assert.AreEqual(0, Vector2.Distance(r, new Vector2(-2, -1)), 0);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
270
LinearAlgebra/test/Vector2IntTest.cs
Normal file
270
LinearAlgebra/test/Vector2IntTest.cs
Normal file
@ -0,0 +1,270 @@
|
||||
#if !UNITY_5_6_OR_NEWER
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace LinearAlgebra.Test {
|
||||
using Vector2 = Vector2Int;
|
||||
|
||||
public class Vector2IntTest {
|
||||
|
||||
[SetUp]
|
||||
public void Setup() {
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void FromPolar() {
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Equality() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
Vector2 v2 = new(1, 2);
|
||||
|
||||
Assert.IsFalse(v1 == v2, "4 5 == 1 2");
|
||||
Assert.IsTrue(v1 != v2, "4 5 != 1 2");
|
||||
|
||||
v2 = new(4, 5);
|
||||
Assert.IsTrue(v1 == v2, "4 5 == 4 5");
|
||||
Assert.IsFalse(v1 != v2, "4 5 != 4 5");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Magnitude() {
|
||||
Vector2 v = new(1, 2);
|
||||
float m = 0;
|
||||
m = v.magnitude;
|
||||
Assert.AreEqual(m, 2.236068F, "v.magnitude 1 2");
|
||||
|
||||
m = Vector2.MagnitudeOf(v);
|
||||
Assert.AreEqual(m, 2.236068F, "MagnitudeOf 1 2");
|
||||
|
||||
v = new(-1, -2);
|
||||
m = v.magnitude;
|
||||
Assert.AreEqual(m, 2.236068F, "v.magnitude -1 -2");
|
||||
|
||||
v = new(0, 0);
|
||||
m = v.magnitude;
|
||||
Assert.AreEqual(m, 0, "v.magnitude 0 0");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void SqrMagnitude() {
|
||||
Vector2 v = new(1, 2);
|
||||
float m = 0;
|
||||
|
||||
m = v.sqrMagnitude;
|
||||
Assert.AreEqual(m, 5, "v.sqrMagnitude 1 2");
|
||||
|
||||
m = Vector2.SqrMagnitudeOf(v);
|
||||
Assert.AreEqual(m, 5, "SqrMagnitudeOf 1 2");
|
||||
|
||||
v = new(-1, -2);
|
||||
m = v.sqrMagnitude;
|
||||
Assert.AreEqual(m, 5, "v.sqrMagnitude -1 -2");
|
||||
|
||||
v = new(0, 0);
|
||||
m = v.sqrMagnitude;
|
||||
Assert.AreEqual(m, 0, "v.sqrMagnitude 0 0");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Distance() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
Vector2 v2 = new(1, 2);
|
||||
float f = 0;
|
||||
|
||||
f = Vector2.Distance(v1, v2);
|
||||
Assert.AreEqual(f, 4.24264002f, 1.0E-05F, "Distance(4 5, 1 2)");
|
||||
|
||||
v2 = new(-1, -2);
|
||||
f = Vector2.Distance(v1, v2);
|
||||
Assert.AreEqual(f, 8.602325F, "Distance(4 5, 1 2)");
|
||||
|
||||
v2 = new(0, 0);
|
||||
f = Vector2.Distance(v1, v2);
|
||||
Assert.AreEqual(f, 6.403124F, 1.0E-05F, "Distance(4 5, 1 2)");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Normalize() {
|
||||
Vector2 v = new(0, 3);
|
||||
Vector2Float r;
|
||||
|
||||
r = v.normalized;
|
||||
Assert.AreEqual(0, r.horizontal, "normalized 0 3 H");
|
||||
Assert.AreEqual(1, r.vertical, "normalized 0 3 V");
|
||||
|
||||
r = Vector2.Normalize(v);
|
||||
Assert.AreEqual(0, r.horizontal, "Normalize 0 3 H");
|
||||
Assert.AreEqual(1, r.vertical, "Normalize 0 3 V");
|
||||
|
||||
v = new(0, -3);
|
||||
r = v.normalized;
|
||||
Assert.AreEqual(0, r.horizontal, "normalized 0 -3 H");
|
||||
Assert.AreEqual(-1, r.vertical, "normalized 0 -3 V");
|
||||
|
||||
v = new(0, 0);
|
||||
r = v.normalized;
|
||||
Assert.AreEqual(0, r.horizontal, "normalized 0 0 H");
|
||||
Assert.AreEqual(0, r.vertical, "normalized 0 0 V");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Negate() {
|
||||
Vector2 v = new(4, 5);
|
||||
Vector2 r;
|
||||
|
||||
r = -v;
|
||||
Assert.AreEqual(-4, r.horizontal, "- 4 5 H");
|
||||
Assert.AreEqual(-5, r.vertical, "- 4 5 V");
|
||||
|
||||
v = new(-4, -5);
|
||||
r = -v;
|
||||
Assert.AreEqual(4, r.horizontal, "- -4 -5 H");
|
||||
Assert.AreEqual(5, r.vertical, "- -4 -5 V");
|
||||
|
||||
v = new(0, 0);
|
||||
r = -v;
|
||||
Assert.AreEqual(0, r.horizontal, "- 0 0 H");
|
||||
Assert.AreEqual(0, r.vertical, "- 0 0 V");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Subtract() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
Vector2 v2 = new(1, 2);
|
||||
Vector2 r = Vector2.zero;
|
||||
|
||||
r = v1 - v2;
|
||||
Assert.IsTrue(r == new Vector2(3, 3), "4 5 - 1 2");
|
||||
|
||||
v2 = new(-1, -2);
|
||||
r = v1 - v2;
|
||||
Assert.IsTrue(r == new Vector2(5, 7), "4 5 - -1 -2");
|
||||
|
||||
v2 = new(4, 5);
|
||||
r = v1 - v2;
|
||||
Assert.IsTrue(r == new Vector2(0, 0), "4 5 - 4 5");
|
||||
r = v1;
|
||||
r -= v2;
|
||||
Assert.AreEqual(r, new Vector2(0, 0), "4 5 - 4 5");
|
||||
|
||||
v2 = new(0, 0);
|
||||
r = v1 - v2;
|
||||
Assert.AreEqual(r, new Vector2(4, 5), "4 5 - 0 0");
|
||||
r -= v2;
|
||||
Assert.AreEqual(r, new Vector2(4, 5), "4 5 - 0 0");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Addition() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
Vector2 v2 = new(1, 2);
|
||||
Vector2 r = Vector2.zero;
|
||||
|
||||
r = v1 + v2;
|
||||
Assert.IsTrue(r == new Vector2(5, 7), "4 5 + 1 2");
|
||||
|
||||
v2 = new(-1, -2);
|
||||
r = v1 + v2;
|
||||
Assert.IsTrue(r == new Vector2(3, 3), "4 5 + -1 -2");
|
||||
r = v1;
|
||||
r += v2;
|
||||
Assert.AreEqual(r, new Vector2(3, 3), "4 5 + -1 -2");
|
||||
|
||||
v2 = new(0, 0);
|
||||
r = v1 + v2;
|
||||
Assert.AreEqual(r, new Vector2(4, 5), "4 5 + 0 0");
|
||||
r += v2;
|
||||
Assert.AreEqual(r, new Vector2(4, 5), "4 5 + 0 0");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Scale() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
Vector2 v2 = new(1, 2);
|
||||
Vector2 r;
|
||||
|
||||
r = Vector2.Scale(v1, v2);
|
||||
Assert.AreEqual(4, r.horizontal, "Scale 4 5 , 1 2 H");
|
||||
Assert.AreEqual(10, r.vertical, "Scale 4 5 , 1 2 V");
|
||||
|
||||
v2 = new(-1, -2);
|
||||
r = Vector2.Scale(v1, v2);
|
||||
Assert.AreEqual(-4, r.horizontal, "Scale 4 5 , -1 -2 H");
|
||||
Assert.AreEqual(-10, r.vertical, "Scale 4 5 , -1 -2 V");
|
||||
|
||||
v2 = new(0, 0);
|
||||
r = Vector2.Scale(v1, v2);
|
||||
Assert.AreEqual(0, r.horizontal, "Scale 4 5 , 0 0 H");
|
||||
Assert.AreEqual(0, r.vertical, "Scale 4 5 , 0 0 V");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Multiply() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
int f = 3;
|
||||
Vector2 r;
|
||||
|
||||
r = v1 * f;
|
||||
Assert.AreEqual(12, r.horizontal, "4 5 * 3 H");
|
||||
Assert.AreEqual(15, r.vertical, "4 5 * 3 V");
|
||||
|
||||
r = f * v1;
|
||||
Assert.AreEqual(12, r.horizontal, "3 * 4 5 H");
|
||||
Assert.AreEqual(15, r.vertical, "3 * 4 5 V");
|
||||
|
||||
f = -3;
|
||||
r = v1 * f;
|
||||
Assert.AreEqual(-12, r.horizontal, "4 5 * -3 H");
|
||||
Assert.AreEqual(-15, r.vertical, "4 5 * -3 V");
|
||||
|
||||
f = 0;
|
||||
r = v1 * f;
|
||||
Assert.AreEqual(0, r.horizontal, "4 5 * 0 H");
|
||||
Assert.AreEqual(0, r.vertical, "4 5 * 0 V");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Divide() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
int f = 2;
|
||||
Vector2 r;
|
||||
|
||||
r = v1 / f;
|
||||
Assert.AreEqual(2, r.horizontal, "4 5 / 2 H");
|
||||
Assert.AreEqual(2, r.vertical, "4 5 / 2 V");
|
||||
|
||||
f = -2;
|
||||
r = v1 / f;
|
||||
Assert.AreEqual(-2, r.horizontal, "4 5 / -2 H");
|
||||
Assert.AreEqual(-2, r.vertical, "4 5 / -2 V");
|
||||
|
||||
Assert.Throws<System.DivideByZeroException>(() => {
|
||||
f = 0;
|
||||
r = v1 / f;
|
||||
Assert.AreEqual(float.PositiveInfinity, r.horizontal, "4 5 / 0 H");
|
||||
Assert.AreEqual(float.PositiveInfinity, r.vertical, "4 5 / 0 V");
|
||||
});
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Dot() {
|
||||
Vector2 v1 = new(4, 5);
|
||||
Vector2 v2 = new(1, 2);
|
||||
int f;
|
||||
|
||||
f = Vector2.Dot(v1, v2);
|
||||
Assert.AreEqual(14, f, "Dot(4 5, 1 2)");
|
||||
|
||||
v2 = new(-1, -2);
|
||||
f = Vector2.Dot(v1, v2);
|
||||
Assert.AreEqual(-14, f, "Dot(4 5, -1 -2)");
|
||||
|
||||
v2 = new(0, 0);
|
||||
f = Vector2.Dot(v1, v2);
|
||||
Assert.AreEqual(0, f, "Dot(4 5, 0 0)");
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
581
LinearAlgebra/test/Vector3FloatTest.cs
Normal file
581
LinearAlgebra/test/Vector3FloatTest.cs
Normal file
@ -0,0 +1,581 @@
|
||||
#if !UNITY_5_6_OR_NEWER
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace LinearAlgebra.Test {
|
||||
using Vector3 = Vector3Float;
|
||||
|
||||
public class Vector3FloatTest {
|
||||
|
||||
[Test]
|
||||
public void FromSpherical() {
|
||||
Vector3 v = new(0, 0, 1);
|
||||
Spherical s = Spherical.FromVector3(v);
|
||||
Vector3 r = Vector3.FromSpherical(s);
|
||||
|
||||
Assert.AreEqual(0, r.horizontal, "0 0 1");
|
||||
Assert.AreEqual(0, r.vertical, 1.0e-06, "0 0 1");
|
||||
Assert.AreEqual(1, r.depth, "0 0 1");
|
||||
|
||||
v = new(0, 1, 0);
|
||||
s = Spherical.FromVector3(v);
|
||||
r = Vector3.FromSpherical(s);
|
||||
Assert.AreEqual(0, r.horizontal, "0 0 1");
|
||||
Assert.AreEqual(1, r.vertical, "0 0 1");
|
||||
Assert.AreEqual(0, r.depth, 1.0e-06, "0 0 1");
|
||||
|
||||
v = new(1, 0, 0);
|
||||
s = Spherical.FromVector3(v);
|
||||
r = Vector3.FromSpherical(s);
|
||||
Assert.AreEqual(1, r.horizontal, "0 0 1");
|
||||
Assert.AreEqual(0, r.vertical, 1.0e-06, "0 0 1");
|
||||
Assert.AreEqual(0, r.depth, 1.0e-06, "0 0 1");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Magnitude() {
|
||||
Vector3 v = new(1, 2, 3);
|
||||
float m = 0;
|
||||
|
||||
m = v.magnitude;
|
||||
Assert.AreEqual(3.7416575f, m, "magnitude 1 2 3");
|
||||
|
||||
m = Vector3.MagnitudeOf(v);
|
||||
Assert.AreEqual(3.7416575f, m, "MagnitudeOf 1 2 3");
|
||||
|
||||
v = new(-1, -2, -3);
|
||||
m = v.magnitude;
|
||||
Assert.AreEqual(3.7416575f, m, "magnitude -1 -2 -3");
|
||||
|
||||
v = new(0, 0, 0);
|
||||
m = v.magnitude;
|
||||
Assert.AreEqual(0, m, "magnitude 0 0 0");
|
||||
|
||||
// Infinity tests are still missing
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void SqrMagnitude() {
|
||||
Vector3 v = new(1, 2, 3);
|
||||
float m = 0;
|
||||
|
||||
m = v.sqrMagnitude;
|
||||
Assert.AreEqual(14, m, "sqrMagnitude 1 2 3");
|
||||
|
||||
m = Vector3.SqrMagnitudeOf(v);
|
||||
Assert.AreEqual(14, m, "SqrMagnitudeOf 1 2 3");
|
||||
|
||||
v = new(-1, -2, -3);
|
||||
m = v.sqrMagnitude;
|
||||
Assert.AreEqual(14, m, "sqrMagnitude -1 -2 -3");
|
||||
|
||||
v = new(0, 0, 0);
|
||||
m = v.sqrMagnitude;
|
||||
Assert.AreEqual(0, m, "sqrMagnitude 0 0 0");
|
||||
|
||||
// Infinity tests are still missing
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Normalize() {
|
||||
Vector3 v = new(0, 2, 0);
|
||||
Vector3 r;
|
||||
|
||||
r = v.normalized;
|
||||
Assert.AreEqual(new Vector3(0, 1, 0), r, "normalized 0 2 0");
|
||||
|
||||
r = Vector3.Normalize(v);
|
||||
Assert.AreEqual(new Vector3(0, 1, 0), r, "Normalize 0 2 0");
|
||||
|
||||
v = new(0, -2, 0);
|
||||
r = v.normalized;
|
||||
Assert.AreEqual(new Vector3(0, -1, 0), r, "normalized 0 -2 0");
|
||||
v = new(0, 0, 0);
|
||||
r = v.normalized;
|
||||
Assert.AreEqual(new Vector3(0, 0, 0), r, "normalized 0 0 0");
|
||||
|
||||
v = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||
r = v.normalized;
|
||||
Assert.IsTrue(float.IsNaN(r.horizontal), "normalized infinity infinity infinity");
|
||||
Assert.IsTrue(float.IsNaN(r.vertical), "normalized infinity infinity infinity");
|
||||
Assert.IsTrue(float.IsNaN(r.depth), "normalized infinity infinity infinity");
|
||||
|
||||
v = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||
r = v.normalized;
|
||||
Assert.IsTrue(float.IsNaN(r.horizontal), "normalized -infinity -infinity -infinity");
|
||||
Assert.IsTrue(float.IsNaN(r.vertical), "normalized -infinity -infinity -infinity");
|
||||
Assert.IsTrue(float.IsNaN(r.depth), "normalized -infinity -infinity -infinity");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Negate() {
|
||||
Vector3 v = new(4, 5, 6);
|
||||
Vector3 r;
|
||||
|
||||
r = -v;
|
||||
Assert.AreEqual(-4, r.horizontal, "- 4 5 6 H");
|
||||
Assert.AreEqual(-5, r.vertical, "- 4 5 6 V");
|
||||
Assert.AreEqual(-6, r.depth, "- 4 5 6 D");
|
||||
|
||||
v = new(-4, -5, -6);
|
||||
r = -v;
|
||||
Assert.AreEqual(4, r.horizontal, "- -4 -5 -6 H");
|
||||
Assert.AreEqual(5, r.vertical, "- -4 -5 -6 V");
|
||||
Assert.AreEqual(6, r.depth, "- -4 -5 -6 D");
|
||||
|
||||
v = new(0, 0, 0);
|
||||
r = -v;
|
||||
Assert.AreEqual(new Vector3(0, 0, 0), r, "- 0 0 0");
|
||||
Assert.AreEqual(0, r.horizontal, "- 0 0 0 H");
|
||||
Assert.AreEqual(0, r.vertical, "- 0 0 0 V");
|
||||
Assert.AreEqual(0, r.depth, "- 0 0 0 D");
|
||||
|
||||
|
||||
v = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||
r = -v;
|
||||
Assert.AreEqual(new Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity), r, "- inifinty infinity infinity");
|
||||
|
||||
v = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||
r = -v;
|
||||
Assert.AreEqual(new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity), r, "- -inifinty -infinity -infinity");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Subtract() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
Vector3 r = Vector3.zero;
|
||||
|
||||
r = v1 - v2;
|
||||
Assert.IsTrue(r == new Vector3(3, 3, 3), "4 5 6 - 1 2 3");
|
||||
|
||||
v2 = new(-1, -2, -3);
|
||||
r = v1 - v2;
|
||||
Assert.IsTrue(r == new Vector3(5, 7, 9), "4 5 6 - -1 -2 -3");
|
||||
|
||||
v2 = new(4, 5, 6);
|
||||
r = v1 - v2;
|
||||
Assert.IsTrue(r == new Vector3(0, 0, 0), "4 5 6 - 4 5 6");
|
||||
r = v1;
|
||||
r -= v2;
|
||||
Assert.AreEqual(r, new Vector3(0, 0, 0), "4 5 6 - 4 5 6");
|
||||
|
||||
v2 = new(0, 0, 0);
|
||||
r = v1 - v2;
|
||||
Assert.AreEqual(r, new Vector3(4, 5, 6), "4 5 6 - 0 0 0");
|
||||
r -= v2;
|
||||
Assert.AreEqual(r, new Vector3(4, 5, 6), "4 5 6 - 0 0 0");
|
||||
|
||||
// Infinity tests are still missing
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Addition() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
Vector3 r = Vector3.zero;
|
||||
|
||||
r = v1 + v2;
|
||||
Assert.IsTrue(r == new Vector3(5, 7, 9), "4 5 6 + 1 2 3");
|
||||
|
||||
v2 = new(-1, -2, -3);
|
||||
r = v1 + v2;
|
||||
Assert.IsTrue(r == new Vector3(3, 3, 3), "4 5 6 + -1 -2 -3");
|
||||
r = v1;
|
||||
r += v2;
|
||||
Assert.AreEqual(r, new Vector3(3, 3, 3), "4 5 6 + -1 -2 -3");
|
||||
|
||||
v2 = new(0, 0, 0);
|
||||
r = v1 + v2;
|
||||
Assert.AreEqual(r, new Vector3(4, 5, 6), "4 5 6 + 0 0 0");
|
||||
r += v2;
|
||||
Assert.AreEqual(r, new Vector3(4, 5, 6), "4 5 6 + 0 0 0");
|
||||
|
||||
// Infinity tests are still missing
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Scale() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
Vector3 r;
|
||||
|
||||
r = Vector3.Scale(v1, v2);
|
||||
Assert.AreEqual(4, r.horizontal, "Scale 4 5 6 , 1 2 3 H");
|
||||
Assert.AreEqual(10, r.vertical, "Scale 4 5 6 , 1 2 3 V");
|
||||
Assert.AreEqual(18, r.depth, "Scale 4 5 6 , 1 2 3 D");
|
||||
|
||||
v2 = new(-1, -2, -3);
|
||||
r = Vector3.Scale(v1, v2);
|
||||
Assert.AreEqual(-4, r.horizontal, "Scale 4 5 6 , -1 -2 -3 H");
|
||||
Assert.AreEqual(-10, r.vertical, "Scale 4 5 6 , -1 -2 -3 V");
|
||||
Assert.AreEqual(-18, r.depth, "Scale 4 5 6 , -1 -2 -3 D");
|
||||
|
||||
v2 = new(0, 0, 0);
|
||||
r = Vector3.Scale(v1, v2);
|
||||
Assert.AreEqual(0, r.horizontal, "Scale 4 5 6 , 0 0 0 H");
|
||||
Assert.AreEqual(0, r.vertical, "Scale 4 5 6 , 0 0 0 V");
|
||||
Assert.AreEqual(0, r.depth, "Scale 4 5 6 , 0 0 0 D");
|
||||
|
||||
v2 = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||
r = Vector3.Scale(v1, v2);
|
||||
Assert.AreEqual(float.PositiveInfinity, r.horizontal, "Scale 4 5 6 , inf inf inf H");
|
||||
Assert.AreEqual(float.PositiveInfinity, r.vertical, "Scale 4 5 6 , inf inf inf V");
|
||||
Assert.AreEqual(float.PositiveInfinity, r.depth, "Scale 4 5 6 , inf inf inf D");
|
||||
|
||||
v2 = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||
r = Vector3.Scale(v1, v2);
|
||||
Assert.AreEqual(float.NegativeInfinity, r.horizontal, "Scale 4 5 6 , -inf -inf -inf H");
|
||||
Assert.AreEqual(float.NegativeInfinity, r.vertical, "Scale 4 5 6 , -inf -inf -inf V");
|
||||
Assert.AreEqual(float.NegativeInfinity, r.depth, "Scale 4 5 6 , -inf -inf -inf D");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Multiply() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
float f = 3;
|
||||
Vector3 r;
|
||||
|
||||
r = v1 * f;
|
||||
Assert.AreEqual(12, r.horizontal, "4 5 6 * 3 H");
|
||||
Assert.AreEqual(15, r.vertical, "4 5 6 * 3 V");
|
||||
Assert.AreEqual(18, r.depth, "4 5 6 * 3 D");
|
||||
|
||||
f = -3;
|
||||
r = v1 * f;
|
||||
Assert.AreEqual(-12, r.horizontal, "4 5 6 * -3 H");
|
||||
Assert.AreEqual(-15, r.vertical, "4 5 6 * -3 V");
|
||||
Assert.AreEqual(-18, r.depth, "4 5 6 * -3 D");
|
||||
|
||||
f = 0;
|
||||
r = v1 * f;
|
||||
Assert.AreEqual(0, r.horizontal, "4 5 6 * 0 H");
|
||||
Assert.AreEqual(0, r.vertical, "4 5 6 * 0 V");
|
||||
Assert.AreEqual(0, r.depth, "4 5 6 * 0 D");
|
||||
|
||||
f = float.PositiveInfinity;
|
||||
r = v1 * f;
|
||||
Assert.AreEqual(float.PositiveInfinity, r.horizontal, "4 5 6 * inf H");
|
||||
Assert.AreEqual(float.PositiveInfinity, r.vertical, "4 5 6 * inf V");
|
||||
Assert.AreEqual(float.PositiveInfinity, r.depth, "4 5 6 * inf D");
|
||||
|
||||
f = float.NegativeInfinity;
|
||||
r = v1 * f;
|
||||
Assert.AreEqual(float.NegativeInfinity, r.horizontal, "4 5 6 * -inf H");
|
||||
Assert.AreEqual(float.NegativeInfinity, r.vertical, "4 5 6 * -inf V");
|
||||
Assert.AreEqual(float.NegativeInfinity, r.depth, "4 5 6 * -inf D");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Divide() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
float f = 2;
|
||||
Vector3 r;
|
||||
|
||||
r = v1 / f;
|
||||
Assert.AreEqual(2, r.horizontal, "4 5 6 / 2 H");
|
||||
Assert.AreEqual(2.5, r.vertical, "4 5 6 / 2 V");
|
||||
Assert.AreEqual(3, r.depth, "4 5 6 / 2 D");
|
||||
|
||||
f = -2;
|
||||
r = v1 / f;
|
||||
Assert.AreEqual(-2, r.horizontal, "4 5 6 / -2 H");
|
||||
Assert.AreEqual(-2.5, r.vertical, "4 5 6 / -2 V");
|
||||
Assert.AreEqual(-3, r.depth, "4 5 6 / -2 D");
|
||||
|
||||
f = 0;
|
||||
r = v1 / f;
|
||||
Assert.AreEqual(float.PositiveInfinity, r.horizontal, "4 5 6 / 0 H");
|
||||
Assert.AreEqual(float.PositiveInfinity, r.vertical, "4 5 6 / 0 V");
|
||||
Assert.AreEqual(float.PositiveInfinity, r.depth, "4 5 6 / 0 D");
|
||||
|
||||
f = float.PositiveInfinity;
|
||||
r = v1 / f;
|
||||
Assert.AreEqual(0, r.horizontal, "4 5 6 / inf H");
|
||||
Assert.AreEqual(0, r.vertical, "4 5 6 / inf V");
|
||||
Assert.AreEqual(0, r.depth, "4 5 6 / inf D");
|
||||
|
||||
f = float.NegativeInfinity;
|
||||
r = v1 / f;
|
||||
Assert.AreEqual(0, r.horizontal, "4 5 6 / -inf H");
|
||||
Assert.AreEqual(0, r.vertical, "4 5 6 / -inf V");
|
||||
Assert.AreEqual(0, r.depth, "4 5 6 / -inf D");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Dot() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
float f;
|
||||
|
||||
f = Vector3.Dot(v1, v2);
|
||||
Assert.AreEqual(32, f, "Dot(4 5 6, 1 2 3)");
|
||||
|
||||
v2 = new(-1, -2, -3);
|
||||
f = Vector3.Dot(v1, v2);
|
||||
Assert.AreEqual(-32, f, "Dot(4 5 6, -1 -2 -3)");
|
||||
|
||||
v2 = new(0, 0, 0);
|
||||
f = Vector3.Dot(v1, v2);
|
||||
Assert.AreEqual(0, f, "Dot(4 5 6, 0 0 0)");
|
||||
|
||||
v2 = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||
f = Vector3.Dot(v1, v2);
|
||||
Assert.AreEqual(float.PositiveInfinity, f, "Dot(4 5 6, inf inf inf)");
|
||||
|
||||
v2 = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||
f = Vector3.Dot(v1, v2);
|
||||
Assert.AreEqual(float.NegativeInfinity, f, "Dot(4 5 6, -inf -inf -inf)");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Equality() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
bool r;
|
||||
|
||||
r = v1 == v2;
|
||||
Assert.IsFalse(r, "4 5 6 == 1 2 3");
|
||||
|
||||
v2 = new(4, 5, 6);
|
||||
r = v1 == v2;
|
||||
Assert.IsTrue(r, "4 5 6 == 4 5 6");
|
||||
|
||||
v2 = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||
r = v1 == v2;
|
||||
Assert.IsFalse(r, "4 5 6 == inf inf inf");
|
||||
|
||||
v1 = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||
r = v1 == v2;
|
||||
Assert.IsFalse(r, "-inf -inf -inf == inf inf inf");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Distance() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
float f;
|
||||
|
||||
f = Vector3.Distance(v1, v2);
|
||||
Assert.AreEqual(5.19615221F, f, "Distance(4 5 6, 1 2 3)");
|
||||
|
||||
v2 = new(-1, -2, -3);
|
||||
f = Vector3.Distance(v1, v2);
|
||||
Assert.AreEqual(12.4498997F, f, "Distance(4 5 6, -1 -2 -3)");
|
||||
|
||||
v2 = new(0, 0, 0);
|
||||
f = Vector3.Distance(v1, v2);
|
||||
Assert.AreEqual(v1.magnitude, f, "Distance(4 5 6, 0 0 0)");
|
||||
|
||||
v2 = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||
f = Vector3.Distance(v1, v2);
|
||||
Assert.AreEqual(float.PositiveInfinity, f, "Distance(4 5 6, inf inf inf)");
|
||||
|
||||
v2 = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||
f = Vector3.Distance(v1, v2);
|
||||
Assert.AreEqual(float.PositiveInfinity, f, "Distance(4 5 6, -inf -inf -inf)");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Cross() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
Vector3 r;
|
||||
|
||||
r = Vector3.Cross(v1, v2);
|
||||
Assert.AreEqual(3, r.horizontal, "Cross(4 5 6, 1 2 3) H");
|
||||
Assert.AreEqual(-6, r.vertical, "Cross(4 5 6, 1 2 3) V");
|
||||
Assert.AreEqual(3, r.depth, "Cross(4 5 6, 1 2 3) D");
|
||||
|
||||
v2 = new(-1, -2, -3);
|
||||
r = Vector3.Cross(v1, v2);
|
||||
Assert.AreEqual(-3, r.horizontal, "Cross(4 5 6, -1 -2 -3) H");
|
||||
Assert.AreEqual(6, r.vertical, "Cross(4 5 6, -1 -2 -3) V");
|
||||
Assert.AreEqual(-3, r.depth, "Cross(4 5 6, -1 -2 -3) D");
|
||||
|
||||
v2 = new(0, 0, 0);
|
||||
r = Vector3.Cross(v1, v2);
|
||||
Assert.AreEqual(0, r.horizontal, "Cross(4 5 6, 0 0 0) H");
|
||||
Assert.AreEqual(0, r.vertical, "Cross(4 5 6, 0 0 0) V");
|
||||
Assert.AreEqual(0, r.depth, "Cross(4 5 6, 0 0 0) D");
|
||||
|
||||
v2 = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||
r = Vector3.Cross(v1, v2);
|
||||
Assert.IsTrue(float.IsNaN(r.horizontal), "Cross(4 5 6, inf inf inf) H");
|
||||
Assert.IsTrue(float.IsNaN(r.vertical), "Cross(4 5 6, inf inf inf) V");
|
||||
Assert.IsTrue(float.IsNaN(r.depth), "Cross(4 5 6, inf inf inf) D");
|
||||
|
||||
v2 = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||
r = Vector3.Cross(v1, v2);
|
||||
Assert.IsTrue(float.IsNaN(r.horizontal), "Cross(4 5 6, -inf -inf -inf) H");
|
||||
Assert.IsTrue(float.IsNaN(r.vertical), "Cross(4 5 6, -inf -inf -inf) V");
|
||||
Assert.IsTrue(float.IsNaN(r.depth), "Cross(4 5 6, -inf -inf -inf) D");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Project() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
Vector3 r;
|
||||
|
||||
r = Vector3.Project(v1, v2);
|
||||
Assert.AreEqual(2.28571439F, r.horizontal, "Project(4 5 6, 1 2 3) H");
|
||||
Assert.AreEqual(4.57142878F, r.vertical, "Project(4 5 6, 1 2 3) V");
|
||||
Assert.AreEqual(6.85714293F, r.depth, "Project(4 5 6, 1 2 3) D");
|
||||
|
||||
v2 = new(-1, -2, -3);
|
||||
r = Vector3.Project(v1, v2);
|
||||
Assert.AreEqual(2.28571439F, r.horizontal, "Project(4 5 6, -1 -2 -3) H");
|
||||
Assert.AreEqual(4.57142878F, r.vertical, "Project(4 5 6, -1 -2 -3) V");
|
||||
Assert.AreEqual(6.85714293F, r.depth, "Project(4 5 6, -1 -2 -3) D");
|
||||
|
||||
v2 = new(0, 0, 0);
|
||||
r = Vector3.Project(v1, v2);
|
||||
Assert.AreEqual(0, r.horizontal, "Project(4 5 6, 0 0 0) H");
|
||||
Assert.AreEqual(0, r.vertical, "Project(4 5 6, 0 0 0) V");
|
||||
Assert.AreEqual(0, r.depth, "Project(4 5 6, 0 0 0) D");
|
||||
|
||||
r = Vector3.Project(v2, v1);
|
||||
Assert.AreEqual(0, r.horizontal, "Project(0 0 0, 4 5 6) H");
|
||||
Assert.AreEqual(0, r.vertical, "Project(0 0 0, 4 5 6) V");
|
||||
Assert.AreEqual(0, r.depth, "Project(0 0 0, 4 5 6) D");
|
||||
|
||||
v2 = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||
r = Vector3.Project(v1, v2);
|
||||
Assert.IsTrue(float.IsNaN(r.horizontal), "Project(4 5 6, inf inf inf) H");
|
||||
Assert.IsTrue(float.IsNaN(r.vertical), "Project(4 5 6, inf inf inf) V");
|
||||
Assert.IsTrue(float.IsNaN(r.depth), "Project(4 5 6, inf inf inf) D");
|
||||
|
||||
v2 = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||
r = Vector3.Project(v1, v2);
|
||||
Assert.IsTrue(float.IsNaN(r.horizontal), "Project(4 5 6, -inf -inf -inf) H");
|
||||
Assert.IsTrue(float.IsNaN(r.vertical), "Project(4 5 6, -inf -inf -inf) V");
|
||||
Assert.IsTrue(float.IsNaN(r.depth), "Project(4 5 6, -inf -inf -inf) D");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ProjectOnPlane() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
Vector3 r;
|
||||
|
||||
r = Vector3.ProjectOnPlane(v1, v2);
|
||||
Assert.AreEqual(1.71428561F, r.horizontal, "ProjectOnPlane(4 5 6, 1 2 3) H");
|
||||
Assert.AreEqual(0.428571224F, r.vertical, "ProjectOnPlane(4 5 6, 1 2 3) V");
|
||||
Assert.AreEqual(-0.857142925F, r.depth, "ProjectOnPlane(4 5 6, 1 2 3) D");
|
||||
|
||||
v2 = new(-1, -2, -3);
|
||||
r = Vector3.ProjectOnPlane(v1, v2);
|
||||
Assert.AreEqual(1.71428561F, r.horizontal, "ProjectOnPlane(4 5 6, -1 -2 -3) H");
|
||||
Assert.AreEqual(0.428571224F, r.vertical, "ProjectOnPlane(4 5 6, -1 -2 -3) V");
|
||||
Assert.AreEqual(-0.857142925F, r.depth, "ProjectOnPlane(4 5 6, -1 -2 -3) D");
|
||||
|
||||
v2 = new(0, 0, 0);
|
||||
r = Vector3.ProjectOnPlane(v1, v2);
|
||||
Assert.AreEqual(4, r.horizontal, "ProjectOnPlane(4 5 6, 0 0 0) H");
|
||||
Assert.AreEqual(5, r.vertical, "ProjectOnPlane(4 5 6, 0 0 0) V");
|
||||
Assert.AreEqual(6, r.depth, "ProjectOnPlane(4 5 6, 0 0 0) D");
|
||||
|
||||
r = Vector3.ProjectOnPlane(v2, v1);
|
||||
Assert.AreEqual(0, r.horizontal, "ProjectOnPlane(0 0 0, 4 5 6) H");
|
||||
Assert.AreEqual(0, r.vertical, "ProjectOnPlane(0 0 0, 4 5 6) V");
|
||||
Assert.AreEqual(0, r.depth, "ProjectOnPlane(0 0 0, 4 5 6) D");
|
||||
|
||||
v2 = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||
r = Vector3.ProjectOnPlane(v1, v2);
|
||||
Assert.IsTrue(float.IsNaN(r.horizontal), "ProjectOnPlane(4 5 6, inf inf inf) H");
|
||||
Assert.IsTrue(float.IsNaN(r.vertical), "ProjectOnPlane(4 5 6, inf inf inf) V");
|
||||
Assert.IsTrue(float.IsNaN(r.depth), "ProjectOnPlane(4 5 6, inf inf inf) D");
|
||||
|
||||
v2 = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||
r = Vector3.ProjectOnPlane(v1, v2);
|
||||
Assert.IsTrue(float.IsNaN(r.horizontal), "ProjectOnPlane(4 5 6, -inf -inf -inf) H");
|
||||
Assert.IsTrue(float.IsNaN(r.vertical), "ProjectOnPlane(4 5 6, -inf -inf -inf) V");
|
||||
Assert.IsTrue(float.IsNaN(r.depth), "ProjectOnPlane(4 5 6, -inf -inf -inf) D");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void UnsignedAngle() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
AngleFloat a;
|
||||
|
||||
a = Vector3.UnsignedAngle(v1, v2);
|
||||
Assert.AreEqual(12.9331379F, a.inDegrees, "Angle(4 5 6, 1 2 3)");
|
||||
|
||||
v2 = new(-1, -2, -3);
|
||||
a = Vector3.UnsignedAngle(v1, v2);
|
||||
Assert.AreEqual(167.066849F, a.inDegrees, "Angle(4 5 6, -1 -2 -3)");
|
||||
|
||||
v2 = new(0, 0, 0);
|
||||
a = Vector3.UnsignedAngle(v1, v2);
|
||||
Assert.AreEqual(0, a.inDegrees, "Angle(4 5 6, 0 0 0)");
|
||||
|
||||
v2 = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||
a = Vector3.UnsignedAngle(v1, v2);
|
||||
Assert.IsTrue(float.IsNaN(a.inDegrees), "Angle(4 5 6, inf inf inf)");
|
||||
|
||||
v2 = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||
a = Vector3.UnsignedAngle(v1, v2);
|
||||
Assert.IsTrue(float.IsNaN(a.inDegrees), "Angle(4 5 6, inf inf inf)");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void SignedAngle() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
Vector3 v3 = new(7, 8, -9);
|
||||
AngleFloat a;
|
||||
|
||||
a = Vector3.SignedAngle(v1, v2, v3);
|
||||
Assert.AreEqual(-12.9331379F, a.inDegrees, "SignedAngle(4 5 6, 1 2 3, 7 8 -9)");
|
||||
|
||||
v2 = new(-1, -2, -3);
|
||||
a = Vector3.SignedAngle(v1, v2, v3);
|
||||
Assert.AreEqual(167.066849F, a.inDegrees, "SignedAngle(4 5 6, -1 -2 -3, 7 8 -9)");
|
||||
|
||||
v2 = new(0, 0, 0);
|
||||
a = Vector3.SignedAngle(v1, v2, v3);
|
||||
Assert.AreEqual(0, a.inDegrees, "SignedAngle(4 5 6, 0 0 0, 7 8 -9)");
|
||||
|
||||
v2 = new(1, 2, 3);
|
||||
v3 = new(-7, -8, 9);
|
||||
a = Vector3.SignedAngle(v1, v2, v3);
|
||||
Assert.AreEqual(12.9331379F, a.inDegrees, "SignedAngle(4 5 6, 1 2 3, -7 -8 9)");
|
||||
|
||||
v3 = new(0, 0, 0);
|
||||
a = Vector3.SignedAngle(v1, v2, v3);
|
||||
Assert.AreEqual(0, a.inDegrees, "SignedAngle(4 5 6, 1 2 3, 0 0 0)");
|
||||
|
||||
v2 = new(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||
a = Vector3.SignedAngle(v1, v2, v3);
|
||||
Assert.IsTrue(float.IsNaN(a.inDegrees), "SignedAngle(4 5 6, inf inf inf, 0 0 0)");
|
||||
|
||||
v2 = new(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||
a = Vector3.SignedAngle(v1, v2, v3);
|
||||
Assert.IsTrue(float.IsNaN(a.inDegrees), "SignedAngle(4 5 6, -inf -inf -inf, 0 0 0)");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Lerp() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
Vector3 r;
|
||||
|
||||
r = Vector3.Lerp(v1, v2, 0);
|
||||
Assert.AreEqual(0, Vector3.Distance(r, v1), 0);
|
||||
|
||||
r = Vector3.Lerp(v1, v2, 1);
|
||||
Assert.AreEqual(0, Vector3.Distance(r, v2), 0);
|
||||
|
||||
r = Vector3.Lerp(v1, v2, 0.5f);
|
||||
Assert.AreEqual(0, Vector3.Distance(r, new Vector3(2.5f, 3.5f, 4.5f)), 0);
|
||||
|
||||
r = Vector3.Lerp(v1, v2, -1);
|
||||
Assert.AreEqual(0, Vector3.Distance(r, new Vector3(7, 8, 9)), 0);
|
||||
|
||||
r = Vector3.Lerp(v1, v2, 2);
|
||||
Assert.AreEqual(0, Vector3.Distance(r, new Vector3(-2, -1, 0)), 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
349
LinearAlgebra/test/Vector3IntTest.cs
Normal file
349
LinearAlgebra/test/Vector3IntTest.cs
Normal file
@ -0,0 +1,349 @@
|
||||
#if !UNITY_5_6_OR_NEWER
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace LinearAlgebra.Test {
|
||||
using Vector3 = Vector3Int;
|
||||
|
||||
public class Vector3IntTest {
|
||||
|
||||
[Test]
|
||||
public void Equality() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
|
||||
Assert.IsFalse(v1 == v2, "4 5 6 == 1 2 3");
|
||||
Assert.IsTrue(v1 != v2, "4 5 6 != 1 2 3");
|
||||
|
||||
v2 = new(4, 5, 6);
|
||||
Assert.IsTrue(v1 == v2, "4 5 6 == 4 5 6");
|
||||
Assert.IsFalse(v1 != v2, "4 5 6 != 4 5 6");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Magnitude() {
|
||||
Vector3 v = new(1, 2, 3);
|
||||
float m = 0;
|
||||
|
||||
m = v.magnitude;
|
||||
Assert.AreEqual(3.7416575f, m, "magnitude 1 2 3");
|
||||
|
||||
m = Vector3.MagnitudeOf(v);
|
||||
Assert.AreEqual(3.7416575f, m, "MagnitudeOf 1 2 3");
|
||||
|
||||
v = new(-1, -2, -3);
|
||||
m = v.magnitude;
|
||||
Assert.AreEqual(3.7416575f, m, "magnitude -1 -2 -3");
|
||||
|
||||
v = new(0, 0, 0);
|
||||
m = v.magnitude;
|
||||
Assert.AreEqual(0, m, "magnitude 0 0 0");
|
||||
|
||||
// Infinity tests are still missing
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void SqrMagnitude() {
|
||||
Vector3 v = new(1, 2, 3);
|
||||
float m = 0;
|
||||
|
||||
m = v.sqrMagnitude;
|
||||
Assert.AreEqual(14, m, "sqrMagnitude 1 2 3");
|
||||
|
||||
m = Vector3.SqrMagnitudeOf(v);
|
||||
Assert.AreEqual(14, m, "SqrMagnitudeOf 1 2 3");
|
||||
|
||||
v = new(-1, -2, -3);
|
||||
m = v.sqrMagnitude;
|
||||
Assert.AreEqual(14, m, "sqrMagnitude -1 -2 -3");
|
||||
|
||||
v = new(0, 0, 0);
|
||||
m = v.sqrMagnitude;
|
||||
Assert.AreEqual(0, m, "sqrMagnitude 0 0 0");
|
||||
|
||||
// Infinity tests are still missing
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Distance() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
float f;
|
||||
|
||||
f = Vector3.Distance(v1, v2);
|
||||
Assert.AreEqual(5.19615221F, f, "Distance(4 5 6, 1 2 3)");
|
||||
|
||||
v2 = new(-1, -2, -3);
|
||||
f = Vector3.Distance(v1, v2);
|
||||
Assert.AreEqual(12.4498997F, f, "Distance(4 5 6, -1 -2 -3)");
|
||||
|
||||
v2 = new(0, 0, 0);
|
||||
f = Vector3.Distance(v1, v2);
|
||||
Assert.AreEqual(v1.magnitude, f, "Distance(4 5 6, 0 0 0)");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Normalize() {
|
||||
Vector3 v = new(0, 2, 0);
|
||||
Vector3Float r;
|
||||
|
||||
r = v.normalized;
|
||||
//Assert.AreEqual(new Vector3(0, 1, 0), r, "normalized 0 2 0");
|
||||
Assert.AreEqual(0, r.horizontal, "normalized 0 2 0");
|
||||
Assert.AreEqual(1, r.vertical, "normalized 0 2 0");
|
||||
Assert.AreEqual(0, r.depth, "normalized 0 2 0");
|
||||
|
||||
r = Vector3.Normalize(v);
|
||||
Assert.AreEqual(new Vector3Float(0, 1, 0), r, "Normalize 0 2 0");
|
||||
|
||||
v = new(0, -2, 0);
|
||||
r = v.normalized;
|
||||
Assert.AreEqual(new Vector3Float(0, -1, 0), r, "normalized 0 -2 0");
|
||||
v = new(0, 0, 0);
|
||||
r = v.normalized;
|
||||
Assert.AreEqual(new Vector3Float(0, 0, 0), r, "normalized 0 0 0");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Negate() {
|
||||
Vector3 v = new(4, 5, 6);
|
||||
Vector3 r;
|
||||
|
||||
r = -v;
|
||||
Assert.AreEqual(-4, r.horizontal, "- 4 5 6 H");
|
||||
Assert.AreEqual(-5, r.vertical, "- 4 5 6 V");
|
||||
Assert.AreEqual(-6, r.depth, "- 4 5 6 D");
|
||||
|
||||
v = new(-4, -5, -6);
|
||||
r = -v;
|
||||
Assert.AreEqual(4, r.horizontal, "- -4 -5 -6 H");
|
||||
Assert.AreEqual(5, r.vertical, "- -4 -5 -6 V");
|
||||
Assert.AreEqual(6, r.depth, "- -4 -5 -6 D");
|
||||
|
||||
v = new(0, 0, 0);
|
||||
r = -v;
|
||||
Assert.AreEqual(new Vector3(0, 0, 0), r, "- 0 0 0");
|
||||
Assert.AreEqual(0, r.horizontal, "- 0 0 0 H");
|
||||
Assert.AreEqual(0, r.vertical, "- 0 0 0 V");
|
||||
Assert.AreEqual(0, r.depth, "- 0 0 0 D");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Subtract() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
Vector3 r = Vector3.zero;
|
||||
|
||||
r = v1 - v2;
|
||||
Assert.IsTrue(r == new Vector3(3, 3, 3), "4 5 6 - 1 2 3");
|
||||
|
||||
v2 = new(-1, -2, -3);
|
||||
r = v1 - v2;
|
||||
Assert.IsTrue(r == new Vector3(5, 7, 9), "4 5 6 - -1 -2 -3");
|
||||
|
||||
v2 = new(4, 5, 6);
|
||||
r = v1 - v2;
|
||||
Assert.IsTrue(r == new Vector3(0, 0, 0), "4 5 6 - 4 5 6");
|
||||
r = v1;
|
||||
r -= v2;
|
||||
Assert.AreEqual(r, new Vector3(0, 0, 0), "4 5 6 - 4 5 6");
|
||||
|
||||
v2 = new(0, 0, 0);
|
||||
r = v1 - v2;
|
||||
Assert.AreEqual(r, new Vector3(4, 5, 6), "4 5 6 - 0 0 0");
|
||||
r -= v2;
|
||||
Assert.AreEqual(r, new Vector3(4, 5, 6), "4 5 6 - 0 0 0");
|
||||
|
||||
// Infinity tests are still missing
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Addition() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
Vector3 r = Vector3.zero;
|
||||
|
||||
r = v1 + v2;
|
||||
Assert.IsTrue(r == new Vector3(5, 7, 9), "4 5 6 + 1 2 3");
|
||||
|
||||
v2 = new(-1, -2, -3);
|
||||
r = v1 + v2;
|
||||
Assert.IsTrue(r == new Vector3(3, 3, 3), "4 5 6 + -1 -2 -3");
|
||||
r = v1;
|
||||
r += v2;
|
||||
Assert.AreEqual(r, new Vector3(3, 3, 3), "4 5 6 + -1 -2 -3");
|
||||
|
||||
v2 = new(0, 0, 0);
|
||||
r = v1 + v2;
|
||||
Assert.AreEqual(r, new Vector3(4, 5, 6), "4 5 6 + 0 0 0");
|
||||
r += v2;
|
||||
Assert.AreEqual(r, new Vector3(4, 5, 6), "4 5 6 + 0 0 0");
|
||||
|
||||
// Infinity tests are still missing
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Scale() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
Vector3 r;
|
||||
|
||||
r = Vector3.Scale(v1, v2);
|
||||
Assert.AreEqual(4, r.horizontal, "Scale 4 5 6 , 1 2 3 H");
|
||||
Assert.AreEqual(10, r.vertical, "Scale 4 5 6 , 1 2 3 V");
|
||||
Assert.AreEqual(18, r.depth, "Scale 4 5 6 , 1 2 3 D");
|
||||
|
||||
v2 = new(-1, -2, -3);
|
||||
r = Vector3.Scale(v1, v2);
|
||||
Assert.AreEqual(-4, r.horizontal, "Scale 4 5 6 , -1 -2 -3 H");
|
||||
Assert.AreEqual(-10, r.vertical, "Scale 4 5 6 , -1 -2 -3 V");
|
||||
Assert.AreEqual(-18, r.depth, "Scale 4 5 6 , -1 -2 -3 D");
|
||||
|
||||
v2 = new(0, 0, 0);
|
||||
r = Vector3.Scale(v1, v2);
|
||||
Assert.AreEqual(0, r.horizontal, "Scale 4 5 6 , 0 0 0 H");
|
||||
Assert.AreEqual(0, r.vertical, "Scale 4 5 6 , 0 0 0 V");
|
||||
Assert.AreEqual(0, r.depth, "Scale 4 5 6 , 0 0 0 D");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Multiply() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
int f = 3;
|
||||
Vector3 r;
|
||||
|
||||
r = v1 * f;
|
||||
Assert.AreEqual(12, r.horizontal, "4 5 6 * 3 H");
|
||||
Assert.AreEqual(15, r.vertical, "4 5 6 * 3 V");
|
||||
Assert.AreEqual(18, r.depth, "4 5 6 * 3 D");
|
||||
|
||||
r = f * v1;
|
||||
Assert.AreEqual(12, r.horizontal, "3 * 4 5 6 H");
|
||||
Assert.AreEqual(15, r.vertical, "3 * 4 5 6 V");
|
||||
Assert.AreEqual(18, r.depth, "3 * 4 5 6 D");
|
||||
|
||||
f = -3;
|
||||
r = v1 * f;
|
||||
Assert.AreEqual(-12, r.horizontal, "4 5 6 * -3 H");
|
||||
Assert.AreEqual(-15, r.vertical, "4 5 6 * -3 V");
|
||||
Assert.AreEqual(-18, r.depth, "4 5 6 * -3 D");
|
||||
|
||||
f = 0;
|
||||
r = v1 * f;
|
||||
Assert.AreEqual(0, r.horizontal, "4 5 6 * 0 H");
|
||||
Assert.AreEqual(0, r.vertical, "4 5 6 * 0 V");
|
||||
Assert.AreEqual(0, r.depth, "4 5 6 * 0 D");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Divide() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
int f = 2;
|
||||
Vector3 r;
|
||||
|
||||
r = v1 / f;
|
||||
Assert.AreEqual(2, r.horizontal, "4 5 6 / 2 H");
|
||||
Assert.AreEqual(2, r.vertical, "4 5 6 / 2 V");
|
||||
Assert.AreEqual(3, r.depth, "4 5 6 / 2 D");
|
||||
|
||||
f = -2;
|
||||
r = v1 / f;
|
||||
Assert.AreEqual(-2, r.horizontal, "4 5 6 / -2 H");
|
||||
Assert.AreEqual(-2, r.vertical, "4 5 6 / -2 V");
|
||||
Assert.AreEqual(-3, r.depth, "4 5 6 / -2 D");
|
||||
|
||||
Assert.Throws<System.DivideByZeroException>(() => {
|
||||
f = 0;
|
||||
r = v1 / f;
|
||||
});
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Dot() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
float f;
|
||||
|
||||
f = Vector3.Dot(v1, v2);
|
||||
Assert.AreEqual(32, f, "Dot(4 5 6, 1 2 3)");
|
||||
|
||||
v2 = new(-1, -2, -3);
|
||||
f = Vector3.Dot(v1, v2);
|
||||
Assert.AreEqual(-32, f, "Dot(4 5 6, -1 -2 -3)");
|
||||
|
||||
v2 = new(0, 0, 0);
|
||||
f = Vector3.Dot(v1, v2);
|
||||
Assert.AreEqual(0, f, "Dot(4 5 6, 0 0 0)");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Cross() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
Vector3 r;
|
||||
|
||||
r = Vector3.Cross(v1, v2);
|
||||
Assert.AreEqual(3, r.horizontal, "Cross(4 5 6, 1 2 3) H");
|
||||
Assert.AreEqual(-6, r.vertical, "Cross(4 5 6, 1 2 3) V");
|
||||
Assert.AreEqual(3, r.depth, "Cross(4 5 6, 1 2 3) D");
|
||||
|
||||
v2 = new(-1, -2, -3);
|
||||
r = Vector3.Cross(v1, v2);
|
||||
Assert.AreEqual(-3, r.horizontal, "Cross(4 5 6, -1 -2 -3) H");
|
||||
Assert.AreEqual(6, r.vertical, "Cross(4 5 6, -1 -2 -3) V");
|
||||
Assert.AreEqual(-3, r.depth, "Cross(4 5 6, -1 -2 -3) D");
|
||||
|
||||
v2 = new(0, 0, 0);
|
||||
r = Vector3.Cross(v1, v2);
|
||||
Assert.AreEqual(0, r.horizontal, "Cross(4 5 6, 0 0 0) H");
|
||||
Assert.AreEqual(0, r.vertical, "Cross(4 5 6, 0 0 0) V");
|
||||
Assert.AreEqual(0, r.depth, "Cross(4 5 6, 0 0 0) D");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void UnsignedAngle() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
AngleFloat a;
|
||||
|
||||
a = Vector3.UnsignedAngle(v1, v2);
|
||||
Assert.AreEqual(12.9331379F, a.inDegrees, "Angle(4 5 6, 1 2 3)");
|
||||
|
||||
v2 = new(-1, -2, -3);
|
||||
a = Vector3.UnsignedAngle(v1, v2);
|
||||
Assert.AreEqual(167.066849F, a.inDegrees, "Angle(4 5 6, -1 -2 -3)");
|
||||
|
||||
v2 = new(0, 0, 0);
|
||||
a = Vector3.UnsignedAngle(v1, v2);
|
||||
Assert.AreEqual(0, a.inDegrees, "Angle(4 5 6, 0 0 0)");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void SignedAngle() {
|
||||
Vector3 v1 = new(4, 5, 6);
|
||||
Vector3 v2 = new(1, 2, 3);
|
||||
Vector3 v3 = new(7, 8, -9);
|
||||
AngleFloat a;
|
||||
|
||||
a = Vector3.SignedAngle(v1, v2, v3);
|
||||
Assert.AreEqual(-12.9331379F, a.inDegrees, "SignedAngle(4 5 6, 1 2 3, 7 8 -9)");
|
||||
|
||||
v2 = new(-1, -2, -3);
|
||||
a = Vector3.SignedAngle(v1, v2, v3);
|
||||
Assert.AreEqual(167.066849F, a.inDegrees, "SignedAngle(4 5 6, -1 -2 -3, 7 8 -9)");
|
||||
|
||||
v2 = new(0, 0, 0);
|
||||
a = Vector3.SignedAngle(v1, v2, v3);
|
||||
Assert.AreEqual(0, a.inDegrees, "SignedAngle(4 5 6, 0 0 0, 7 8 -9)");
|
||||
|
||||
v2 = new(1, 2, 3);
|
||||
v3 = new(-7, -8, 9);
|
||||
a = Vector3.SignedAngle(v1, v2, v3);
|
||||
Assert.AreEqual(12.9331379F, a.inDegrees, "SignedAngle(4 5 6, 1 2 3, -7 -8 9)");
|
||||
|
||||
v3 = new(0, 0, 0);
|
||||
a = Vector3.SignedAngle(v1, v2, v3);
|
||||
Assert.AreEqual(0, a.inDegrees, "SignedAngle(4 5 6, 1 2 3, 0 0 0)");
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
65
MemoryCell.cs
Normal file
65
MemoryCell.cs
Normal file
@ -0,0 +1,65 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
|
||||
[Serializable]
|
||||
public class MemoryCell : Neuron {
|
||||
|
||||
public MemoryCell(ClusterPrefab cluster, string name) : base(cluster, name) {}
|
||||
|
||||
#region Parameters
|
||||
|
||||
// Returns the memorized value weighted by time
|
||||
// return lastValue * (current time - last time)
|
||||
[SerializeField]
|
||||
public bool deltaValue = false;
|
||||
|
||||
#endregion Parameters
|
||||
|
||||
#region State
|
||||
|
||||
private float3 _memorizedValue;
|
||||
private float _memorizedTime;
|
||||
|
||||
public override void UpdateState() {
|
||||
// A memorycell does not have an activation function
|
||||
float3 result = new(0, 0, 0);
|
||||
int n = 0;
|
||||
|
||||
//Applying the weight factgors
|
||||
foreach (Synapse synapse in this.synapses) {
|
||||
if (synapse.nucleus == this) {
|
||||
float deltaTime = Time.time - this.lastTime;
|
||||
synapse.weight = deltaTime;
|
||||
}
|
||||
result += synapse.weight * synapse.nucleus.outputValue;
|
||||
if (lengthsq(synapse.nucleus.outputValue) != 0)
|
||||
n++;
|
||||
}
|
||||
|
||||
if (this.average)
|
||||
result /= n;
|
||||
|
||||
UpdateResult(result);
|
||||
}
|
||||
|
||||
public override void UpdateResult(Vector3 result) {
|
||||
// output value is the previous value
|
||||
if (this.deltaValue) {
|
||||
float deltaTime = Time.time - this._memorizedTime;
|
||||
this._outputValue = this._memorizedValue * deltaTime;
|
||||
}
|
||||
else
|
||||
this._outputValue = this._memorizedValue;
|
||||
|
||||
// Store the result for the next time
|
||||
this._memorizedValue = result;
|
||||
this._memorizedTime = Time.time;
|
||||
|
||||
foreach (INucleus receiver in this.receivers)
|
||||
receiver.UpdateState();
|
||||
}
|
||||
|
||||
#endregion State
|
||||
}
|
||||
2
MemoryCell.cs.meta
Normal file
2
MemoryCell.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 29633aa3fe5cd9dcc8d886051f45d4d8
|
||||
12
NanoBrain-Unity.code-workspace
Normal file
12
NanoBrain-Unity.code-workspace
Normal file
@ -0,0 +1,12 @@
|
||||
{
|
||||
"folders": [
|
||||
{
|
||||
"path": "../.."
|
||||
},
|
||||
{
|
||||
"name": "LinearAlgebra-csharp",
|
||||
"path": "LinearAlgebra-csharp"
|
||||
}
|
||||
],
|
||||
"settings": {}
|
||||
}
|
||||
7
NanoBrain-Unity.code-workspace.meta
Normal file
7
NanoBrain-Unity.code-workspace.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cfec45da5945b94d684a763d86b0dcf8
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
82
Neuroid.cs
Normal file
82
Neuroid.cs
Normal file
@ -0,0 +1,82 @@
|
||||
/*
|
||||
using UnityEngine;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
|
||||
[System.Serializable]
|
||||
public class Neuroid : Neuron {
|
||||
|
||||
public bool average = false;
|
||||
|
||||
public Neuroid(Cluster brain, string name) : base(name) {
|
||||
this.cluster = brain;
|
||||
if (this.cluster != null) {
|
||||
this.cluster.nuclei.Add(this);
|
||||
}
|
||||
else
|
||||
Debug.LogError("No neuroid network");
|
||||
}
|
||||
|
||||
public Neuroid(string name) : base(name) { }
|
||||
|
||||
public override INucleus Clone() {
|
||||
Neuroid clone = new(this.name) {
|
||||
cluster = this.cluster,
|
||||
array = this.array,
|
||||
curve = this.curve,
|
||||
curvePreset = this.curvePreset,
|
||||
curveMax = this.curveMax,
|
||||
average = this.average
|
||||
};
|
||||
if (clone.cluster != null)
|
||||
clone.cluster.nuclei.Add(clone);
|
||||
|
||||
foreach (Synapse synapse in this.synapses) {
|
||||
Synapse clonedSynapse = clone.AddSynapse(synapse.nucleus);
|
||||
clonedSynapse.weight = synapse.weight;
|
||||
}
|
||||
foreach (INucleus receiver in this.receivers) {
|
||||
clone.AddReceiver(receiver);
|
||||
}
|
||||
return clone;
|
||||
}
|
||||
|
||||
public override void UpdateState() {
|
||||
float3 sum = new(0, 0, 0);
|
||||
int n = 0;
|
||||
|
||||
//Applying the weight factgors
|
||||
foreach (Synapse synapse in this.synapses) {
|
||||
sum = sum + (synapse.weight * synapse.nucleus.outputValue);
|
||||
if (lengthsq(synapse.nucleus.outputValue) != 0)
|
||||
n++;
|
||||
}
|
||||
if (average)
|
||||
sum /= n;
|
||||
|
||||
// Activation function
|
||||
Vector3 result;
|
||||
switch (this.curvePreset) {
|
||||
case CurvePresets.Linear:
|
||||
result = sum;
|
||||
break;
|
||||
case CurvePresets.Sqrt:
|
||||
result = normalize(sum) * System.MathF.Sqrt(length(sum));
|
||||
break;
|
||||
case CurvePresets.Power:
|
||||
result = normalize(sum) * System.MathF.Pow(length(sum), 2);
|
||||
break;
|
||||
case CurvePresets.Reciprocal:
|
||||
result = normalize(sum) * (1 / length(sum));
|
||||
break;
|
||||
default:
|
||||
float activatedValue = this.curve.Evaluate(length(sum));
|
||||
result = normalize(sum) * activatedValue;
|
||||
break;
|
||||
}
|
||||
UpdateResult(result);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
*/
|
||||
2
Neuroid.cs.meta
Normal file
2
Neuroid.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 771f64aec709af240a39b1d918bbc829
|
||||
321
Neuron.cs
Normal file
321
Neuron.cs
Normal file
@ -0,0 +1,321 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
|
||||
[Serializable]
|
||||
public class Neuron : INucleus {
|
||||
|
||||
[SerializeField]
|
||||
protected string _name;
|
||||
public virtual string name {
|
||||
get => _name;
|
||||
set => _name = value;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private List<Synapse> _synapses = new();
|
||||
public List<Synapse> synapses => _synapses;
|
||||
|
||||
[SerializeReference]
|
||||
private List<INucleus> _receivers = new();
|
||||
public List<INucleus> receivers {
|
||||
get { return _receivers; }
|
||||
set { _receivers = value; }
|
||||
}
|
||||
|
||||
[SerializeReference]
|
||||
private NucleusArray _array;
|
||||
public NucleusArray array {
|
||||
get { return _array; }
|
||||
set { _array = value; }
|
||||
}
|
||||
|
||||
#region Serialization
|
||||
|
||||
public enum CurvePresets {
|
||||
Linear,
|
||||
Power,
|
||||
Sqrt,
|
||||
Reciprocal,
|
||||
Custom
|
||||
}
|
||||
[SerializeField]
|
||||
private CurvePresets _curvePreset;
|
||||
public CurvePresets curvePreset {
|
||||
get { return _curvePreset; }
|
||||
set {
|
||||
_curvePreset = value;
|
||||
this.curve = GenerateCurve();
|
||||
}
|
||||
}
|
||||
public AnimationCurve curve;
|
||||
public float curveMax = 1.0f;
|
||||
|
||||
#region Parameters
|
||||
|
||||
public bool average = false;
|
||||
|
||||
#endregion Parameters
|
||||
|
||||
public AnimationCurve GenerateCurve() {
|
||||
switch (this.curvePreset) {
|
||||
case CurvePresets.Linear:
|
||||
this.curveMax = 1;
|
||||
return Presets.Linear(1);
|
||||
case CurvePresets.Power:
|
||||
this.curveMax = 1;
|
||||
return Presets.Power(2.0f, 1);
|
||||
case CurvePresets.Sqrt:
|
||||
this.curveMax = 1;
|
||||
return Presets.Power(0.5f, 1);
|
||||
case CurvePresets.Reciprocal:
|
||||
this.curveMax = 1 / 0.01f * 1;
|
||||
return Presets.Reciprocal(1);
|
||||
default:
|
||||
this.curveMax = 1;
|
||||
return this.curve;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void Deserialize(Neuron nucleus) { }
|
||||
|
||||
#endregion Serialization
|
||||
|
||||
#region Runtime state (not serialized)
|
||||
|
||||
public ClusterPrefab cluster { get; set; }
|
||||
|
||||
#region Activation
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion Activation
|
||||
|
||||
protected float3 _outputValue;
|
||||
public virtual float3 outputValue {
|
||||
get { return _outputValue; }
|
||||
set {
|
||||
this.stale = 0;
|
||||
// this._isSleeping = false;
|
||||
_outputValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
[NonSerialized]
|
||||
private int stale = 1000;
|
||||
|
||||
// private bool _isSleeping = false;
|
||||
// public bool isSleeping => _isSleeping;
|
||||
public bool isSleeping => lengthsq(this.outputValue) == 0;
|
||||
public float lastTime { get; private set; }
|
||||
|
||||
public void UpdateNuclei() {
|
||||
this.stale++;
|
||||
// this._isSleeping = this.stale > 2;
|
||||
// if (isSleeping)
|
||||
if (this.stale > 2)
|
||||
_outputValue = Vector3.zero;
|
||||
}
|
||||
|
||||
#endregion Runtime state
|
||||
|
||||
public Neuron(ClusterPrefab parent, string name) {
|
||||
this.cluster = parent;
|
||||
this.name = name;
|
||||
if (this.cluster != null) {
|
||||
this.cluster.nuclei.Add(this);
|
||||
}
|
||||
// else
|
||||
// Debug.LogError("No neuroid network");
|
||||
}
|
||||
|
||||
// public Neuron(string name) {
|
||||
// this._name = name;
|
||||
// }
|
||||
|
||||
public virtual IReceptor CloneTo(ClusterPrefab parent) {
|
||||
Neuron clone = new(parent, this.name) {
|
||||
array = this.array,
|
||||
curve = this.curve,
|
||||
curvePreset = this.curvePreset,
|
||||
curveMax = this.curveMax,
|
||||
average = this.average
|
||||
};
|
||||
// if (clone.cluster != null)
|
||||
// clone.cluster.nuclei.Add(clone);
|
||||
|
||||
foreach (Synapse synapse in this.synapses) {
|
||||
Synapse clonedSynapse = clone.AddSynapse(synapse.nucleus);
|
||||
clonedSynapse.weight = synapse.weight;
|
||||
}
|
||||
foreach (INucleus receiver in this.receivers) {
|
||||
clone.AddReceiver(receiver);
|
||||
}
|
||||
return clone;
|
||||
}
|
||||
public virtual IReceptor Clone() {
|
||||
Neuron clone = new(this.cluster, this.name) {
|
||||
array = this.array,
|
||||
curve = this.curve,
|
||||
curvePreset = this.curvePreset,
|
||||
curveMax = this.curveMax,
|
||||
average = this.average
|
||||
};
|
||||
// if (clone.cluster != null)
|
||||
// clone.cluster.nuclei.Add(clone);
|
||||
|
||||
foreach (Synapse synapse in this.synapses) {
|
||||
Synapse clonedSynapse = clone.AddSynapse(synapse.nucleus);
|
||||
clonedSynapse.weight = synapse.weight;
|
||||
}
|
||||
foreach (INucleus receiver in this.receivers) {
|
||||
clone.AddReceiver(receiver);
|
||||
}
|
||||
return clone;
|
||||
}
|
||||
|
||||
public virtual void AddReceiver(INucleus receivingNucleus) {
|
||||
this._receivers.Add(receivingNucleus);
|
||||
receivingNucleus.AddSynapse(this);
|
||||
}
|
||||
|
||||
public void RemoveReceiver(INucleus receiverNucleus) {
|
||||
this._receivers.RemoveAll(receiver => receiver == receiverNucleus);
|
||||
receiverNucleus.synapses.RemoveAll(synapse => synapse.nucleus == this);
|
||||
}
|
||||
|
||||
public static void Delete(INucleus nucleus) {
|
||||
foreach (Synapse synapse in nucleus.synapses) {
|
||||
if (synapse.nucleus is Neuron synapse_nucleus) {
|
||||
if (synapse_nucleus._receivers.Count > 1) {
|
||||
// there is another nucleus feeding into this input nucleus
|
||||
synapse_nucleus._receivers.RemoveAll(r => r == nucleus);
|
||||
}
|
||||
else {
|
||||
// No other links, delete it.
|
||||
Neuron.Delete(synapse_nucleus);
|
||||
}
|
||||
}
|
||||
}
|
||||
foreach (INucleus receiver in nucleus.receivers) {
|
||||
if (receiver != null && receiver.synapses != null)
|
||||
receiver.synapses.RemoveAll(s => s.nucleus == nucleus);
|
||||
}
|
||||
|
||||
if (nucleus.cluster != null) {
|
||||
nucleus.cluster.nuclei.RemoveAll(n => n == nucleus);
|
||||
nucleus.cluster.GarbageCollection();
|
||||
}
|
||||
}
|
||||
|
||||
public Synapse AddSynapse(IReceptor sendingNucleus) {
|
||||
Synapse synapse = new(sendingNucleus);
|
||||
this.synapses.Add(synapse);
|
||||
return synapse;
|
||||
}
|
||||
|
||||
public virtual void UpdateState() {
|
||||
UpdateState(new float3(0, 0, 0));
|
||||
}
|
||||
|
||||
public virtual void UpdateState(float3 inputValue) {
|
||||
float3 sum = inputValue;//new(0, 0, 0);
|
||||
int n = 0;
|
||||
|
||||
//Applying the weight factgors
|
||||
foreach (Synapse synapse in this.synapses) {
|
||||
if (synapse.nucleus == this) {
|
||||
float deltaTime = Time.time - this.lastTime;
|
||||
synapse.weight = deltaTime;
|
||||
}
|
||||
sum += synapse.weight * synapse.nucleus.outputValue;
|
||||
// Perhaps synapses should be removed when the output value goes to 0....
|
||||
if (lengthsq(synapse.nucleus.outputValue) != 0)
|
||||
n++;
|
||||
}
|
||||
if (this.average && n > 0)
|
||||
sum /= n;
|
||||
|
||||
// Activation function
|
||||
Vector3 result;
|
||||
switch (this.curvePreset) {
|
||||
case CurvePresets.Linear:
|
||||
result = sum;
|
||||
break;
|
||||
case CurvePresets.Sqrt:
|
||||
result = normalize(sum) * System.MathF.Sqrt(length(sum));
|
||||
break;
|
||||
case CurvePresets.Power:
|
||||
result = normalize(sum) * System.MathF.Pow(length(sum), 2);
|
||||
break;
|
||||
case CurvePresets.Reciprocal:
|
||||
result = normalize(sum) * (1 / length(sum));
|
||||
break;
|
||||
default:
|
||||
float activatedValue = this.curve.Evaluate(length(sum));
|
||||
result = normalize(sum) * activatedValue;
|
||||
break;
|
||||
}
|
||||
UpdateResult(result);
|
||||
}
|
||||
|
||||
public virtual void UpdateResult(Vector3 result) {
|
||||
// float d = Vector3.Distance(result, this.outputValue);
|
||||
// if (d < 0.5f) {
|
||||
// //Debug.Log($"insignificant update: {d}");
|
||||
// return;
|
||||
// }
|
||||
|
||||
this.outputValue = result;
|
||||
this.lastTime = Time.time;
|
||||
foreach (INucleus receiver in this.receivers)
|
||||
receiver.UpdateState();
|
||||
|
||||
}
|
||||
}
|
||||
2
Neuron.cs.meta
Normal file
2
Neuron.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 750748f3f0e7d472fbf88ab02987074c
|
||||
67
NucleusArray.cs
Normal file
67
NucleusArray.cs
Normal file
@ -0,0 +1,67 @@
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class NucleusArray {
|
||||
[SerializeReference]
|
||||
private INucleus[] _nuclei;
|
||||
private ClusterPrefab[] _clusters;
|
||||
public IEnumerable<INucleus> nuclei {
|
||||
get {
|
||||
// if (_nuclei == null)
|
||||
// return _clusters;
|
||||
// else if (_clusters == null)
|
||||
return _nuclei;
|
||||
// else
|
||||
// return _nuclei.Concat(_clusters);
|
||||
}
|
||||
}
|
||||
public string name;
|
||||
|
||||
public NucleusArray(INucleus nucleus) {
|
||||
this.name = nucleus.name;
|
||||
this._nuclei = new INucleus[1];
|
||||
this._nuclei[0] = nucleus;
|
||||
this._clusters = new ClusterPrefab[0];
|
||||
}
|
||||
public NucleusArray(ClusterPrefab cluster) {
|
||||
this.name = cluster.name;
|
||||
this._nuclei = new INucleus[0];
|
||||
this._clusters = new ClusterPrefab[1];
|
||||
this._clusters[0] = cluster;
|
||||
}
|
||||
|
||||
public void AddNucleus() {
|
||||
if (this._nuclei.Length == 0) {
|
||||
Debug.LogError("Empty perceptoid array, cannot add");
|
||||
return;
|
||||
}
|
||||
int newLength = this._nuclei.Length + 1;
|
||||
INucleus[] newArray = new INucleus[newLength];
|
||||
|
||||
for (int i = 0; i < this._nuclei.Length; i++)
|
||||
newArray[i] = this._nuclei[i];
|
||||
if (this._nuclei[0] is INucleus nucleus)
|
||||
newArray[newLength - 1] = (INucleus) nucleus.Clone();
|
||||
|
||||
this._nuclei = newArray;
|
||||
}
|
||||
|
||||
public void RemoveNucleus() {
|
||||
int newLength = this._nuclei.Length - 1;
|
||||
if (newLength == 0) {
|
||||
Debug.LogWarning("Perceptoid array cannot be empty");
|
||||
return;
|
||||
}
|
||||
INucleus[] newPerceptei = new INucleus[newLength];
|
||||
for (int i = 0; i < newLength; i++)
|
||||
newPerceptei[i] = this._nuclei[i];
|
||||
// Delete the last perception
|
||||
Neuron.Delete(this._nuclei[newLength]);
|
||||
|
||||
this._nuclei = newPerceptei;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
2
NucleusArray.cs.meta
Normal file
2
NucleusArray.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f8cac60bd79854595a8571c042f77998
|
||||
105
Perceptoid.cs
Normal file
105
Perceptoid.cs
Normal file
@ -0,0 +1,105 @@
|
||||
/*
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class Perceptoid : Neuroid {
|
||||
// A neuroid which has no neurons as input
|
||||
// But receives value from a receptor
|
||||
|
||||
public NanoBrain brain;
|
||||
public Receptor receptor;
|
||||
public string baseName;
|
||||
|
||||
public int thingId;
|
||||
|
||||
//[SerializeField]
|
||||
// Needs serialization!!!!
|
||||
[SerializeReference]
|
||||
public PercepteiArray array;
|
||||
|
||||
#region Serialization
|
||||
|
||||
[SerializeField]
|
||||
public int thingType;
|
||||
|
||||
public override void Rebuild(NanoBrain brain) {
|
||||
base.Rebuild(brain);
|
||||
this.receptor = Receptor.GetReceptor(brain, thingType);
|
||||
this.receptor.perceptei.Add(this);
|
||||
if (string.IsNullOrEmpty(this.baseName))
|
||||
this.baseName = this.name;
|
||||
}
|
||||
|
||||
public override void Deserialize(Nucleus nucleus) {
|
||||
base.Deserialize(nucleus);
|
||||
|
||||
if (nucleus is Perceptoid perceptoid)
|
||||
this.receptor.thingType = perceptoid.thingType;
|
||||
|
||||
// Point all receivers to this perceptoid instead of the default nucleus
|
||||
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 (INucleus r in synapse.nucleus.receivers) {
|
||||
// if (r == nucleus)
|
||||
// this.receiver = this;
|
||||
// }
|
||||
// }
|
||||
// Copying disabled for now
|
||||
// // Copy all the synapses
|
||||
// this.synapses = nucleus.synapses;
|
||||
// // Copy all receivers
|
||||
// this.receivers = nucleus.receivers;
|
||||
}
|
||||
|
||||
#endregion Serialization
|
||||
|
||||
public Perceptoid(NanoBrain brain, int thingType, string name = "sensor") : base(name) {
|
||||
this.brain = brain;
|
||||
this.cluster = brain.cluster;
|
||||
if (this.cluster != null) {
|
||||
brain.perceptei.Add(this);
|
||||
}
|
||||
else
|
||||
Debug.LogError("No neuroid network");
|
||||
|
||||
this.nucleusType = nameof(Perceptoid);
|
||||
this.name = name;
|
||||
this.baseName = name;
|
||||
this.thingType = thingType;
|
||||
this.receptor = Receptor.GetReceptor(brain, thingType);
|
||||
this.receptor.perceptei.Add(this);
|
||||
this.array = new PercepteiArray(this);
|
||||
}
|
||||
|
||||
public Perceptoid(PercepteiArray array) : base(array.name) {
|
||||
this.array = array;
|
||||
Perceptoid source = array.perceptei[0];
|
||||
this.brain = source.brain;
|
||||
this.cluster = source.cluster;
|
||||
if (this.brain != null) {
|
||||
this.brain.perceptei.Add(this);
|
||||
}
|
||||
else
|
||||
Debug.LogError("No neuroid network");
|
||||
|
||||
this.nucleusType = nameof(Perceptoid);
|
||||
this.name = source.baseName;
|
||||
this.baseName = source.baseName;
|
||||
this.thingType = source.thingType;
|
||||
this.receptor = Receptor.GetReceptor(this.brain, this.thingType);
|
||||
this.receptor.perceptei.Add(this);
|
||||
}
|
||||
|
||||
public override void UpdateState() {
|
||||
Vector3 result = this.receptor.localPosition;
|
||||
UpdateResult(result);
|
||||
}
|
||||
|
||||
}
|
||||
*/
|
||||
2
Perceptoid.cs.meta
Normal file
2
Perceptoid.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 702f634001a21a9d7ae1057c8ce356e9
|
||||
175
Receptor.cs
Normal file
175
Receptor.cs
Normal file
@ -0,0 +1,175 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
|
||||
public class Receptor : IReceptor {
|
||||
|
||||
private ClusterPrefab cluster;
|
||||
|
||||
[SerializeField]
|
||||
protected string _name;
|
||||
public virtual string name {
|
||||
get => _name;
|
||||
set => _name = value;
|
||||
}
|
||||
|
||||
public Receptor(ClusterPrefab cluster) {
|
||||
this.cluster = cluster;
|
||||
if (cluster != null)
|
||||
cluster.nuclei.Add(this);
|
||||
}
|
||||
|
||||
public Receptor(ClusterPrefab cluster, INucleus nucleus) {
|
||||
this.cluster = cluster;
|
||||
if (cluster != null)
|
||||
cluster.nuclei.Add(this);
|
||||
this.AddReceiver(nucleus);
|
||||
}
|
||||
|
||||
public static Receptor CreateReceptor(ClusterPrefab cluster, string nucleusName) {
|
||||
if (cluster == null)
|
||||
return null;
|
||||
|
||||
Receptor receptor = new(cluster);
|
||||
foreach (INucleus nucleus in cluster.inputs) {
|
||||
if (nucleus != null && nucleus.name == nucleusName) {
|
||||
// Receptor receptor = new(cluster, nucleus);
|
||||
// return receptor;
|
||||
receptor.AddReceiver(nucleus);
|
||||
}
|
||||
}
|
||||
if (receptor._receivers.Count == 0)
|
||||
return null;
|
||||
else
|
||||
return receptor;
|
||||
}
|
||||
|
||||
public virtual IReceptor CloneTo(ClusterPrefab parent) {
|
||||
Receptor clone = new(parent);
|
||||
|
||||
foreach (INucleus receiver in this.receivers) {
|
||||
clone.AddReceiver(receiver);
|
||||
}
|
||||
|
||||
return clone;
|
||||
}
|
||||
public virtual IReceptor Clone() {
|
||||
Receptor clone = new(this.cluster);
|
||||
|
||||
foreach (INucleus receiver in this.receivers) {
|
||||
clone.AddReceiver(receiver);
|
||||
}
|
||||
|
||||
return clone;
|
||||
}
|
||||
|
||||
class Receiver {
|
||||
public INucleus nucleus;
|
||||
public int thingId;
|
||||
public string thingName;
|
||||
public Receiver(INucleus nucleus, int thingId, string thingName) {
|
||||
this.nucleus = nucleus;
|
||||
this.thingId = thingId;
|
||||
this.thingName = thingName;
|
||||
}
|
||||
}
|
||||
|
||||
[SerializeReference]
|
||||
private List<INucleus> _receivers = new();
|
||||
public List<INucleus> receivers {
|
||||
get { return _receivers; }
|
||||
set { _receivers = value; }
|
||||
}
|
||||
|
||||
protected int[] thingIds; // every receiver can handle a thing with this id
|
||||
|
||||
public virtual void AddReceiver(INucleus receivingNucleus) {
|
||||
this._receivers.Add(receivingNucleus);
|
||||
receivingNucleus.AddSynapse(this);
|
||||
}
|
||||
|
||||
public void RemoveReceiver(INucleus receiverNucleus) {
|
||||
this._receivers.RemoveAll(receiver => receiver == receiverNucleus);
|
||||
receiverNucleus.synapses.RemoveAll(synapse => synapse.nucleus == this);
|
||||
}
|
||||
|
||||
private int stale = 1000;
|
||||
|
||||
private bool _isSleeping = false;
|
||||
public bool isSleeping => _isSleeping;
|
||||
|
||||
public Vector3 localPosition {
|
||||
set {
|
||||
this.stale = 0;
|
||||
this._isSleeping = false;
|
||||
this._outputValue = value;
|
||||
|
||||
}
|
||||
}
|
||||
public float distanceResolution = 0.1f;
|
||||
public float directionResolution = 5;
|
||||
|
||||
private float3 _outputValue;
|
||||
public float3 outputValue {
|
||||
get { return this._outputValue; }
|
||||
set {
|
||||
this.stale = 0;
|
||||
this._isSleeping = false;
|
||||
this._outputValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void ProcessStimulus(int thingId, Vector3 newLocalPositionVector, string thingName = null) {
|
||||
this.localPosition = newLocalPositionVector;
|
||||
|
||||
thingIds ??= new int[this._receivers.Count];
|
||||
|
||||
int receiverIx = 0;
|
||||
INucleus selectedReceiver = null;
|
||||
int selectedReceiverIx = 0;
|
||||
foreach (INucleus receiver in this.receivers) {
|
||||
if (thingIds[receiverIx] == thingId) {
|
||||
// We found an existing receiver for this thing
|
||||
selectedReceiver = receiver;
|
||||
selectedReceiverIx = receiverIx;
|
||||
// Do not look any further
|
||||
break;
|
||||
}
|
||||
else if (receiver.isSleeping) {
|
||||
// A sleeping receiver is not active and can therefore always be used
|
||||
selectedReceiver = receiver;
|
||||
selectedReceiverIx = receiverIx;
|
||||
// Look further because we may find an existing receiver for this thing
|
||||
}
|
||||
else if (selectedReceiver == null) {
|
||||
// If we haven't found a receiver yet, just start by taking the first
|
||||
selectedReceiver = receiver;
|
||||
selectedReceiverIx = receiverIx;
|
||||
}
|
||||
else if (selectedReceiver.isSleeping == false) {
|
||||
// If no existing or sleeping receiver is found, we look for
|
||||
// the receiver with the furthest/least interesting stimulus
|
||||
if (length(receiver.outputValue) < length(selectedReceiver.outputValue)) {
|
||||
// Debug.Log($"{selectedReceiver.name}[{selectedReceiverIx}] {length(selectedReceiver.outputValue)}" +
|
||||
// $" {receiver.name}[{receiverIx}] {length(receiver.outputValue)} ");
|
||||
selectedReceiver = receiver;
|
||||
selectedReceiverIx = receiverIx;
|
||||
}
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487
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7
Scene/TestScene.unity.meta
Normal file
7
Scene/TestScene.unity.meta
Normal file
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fileFormatVersion: 2
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guid: 1070383882ed0f5379a3b34e8ccb1f75
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userData:
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22
Synapse.cs
Normal file
22
Synapse.cs
Normal file
@ -0,0 +1,22 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public class Synapse {
|
||||
// Support access to cluster of basic nucleus
|
||||
//public IReceptor nucleus => basicNucleus;
|
||||
|
||||
|
||||
//[SerializeReference]
|
||||
//public Cluster cluster;
|
||||
|
||||
[SerializeReference]
|
||||
public IReceptor nucleus;
|
||||
|
||||
public float weight;
|
||||
|
||||
public Synapse(IReceptor nucleus, float weight = 1.0f) {
|
||||
this.nucleus = nucleus;
|
||||
this.weight = weight;
|
||||
}
|
||||
}
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2
Synapse.cs.meta
Normal file
2
Synapse.cs.meta
Normal file
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fileFormatVersion: 2
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guid: 334a58eafccd60cbdb32f719e9e861c6
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108
Velocity.asset
Normal file
108
Velocity.asset
Normal file
@ -0,0 +1,108 @@
|
||||
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 60a957541c24c57e78018c202ebb1d9b, type: 3}
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m_Name: Velocity
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m_EditorClassIdentifier: Assembly-CSharp::Cluster
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nuclei:
|
||||
- rid: 2243601403683012671
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- rid: 2243601403683012676
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references:
|
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version: 2
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- rid: -2
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type: {class: , ns: , asm: }
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- rid: 2243601403683012671
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type: {class: Neuron, ns: , asm: Assembly-CSharp}
|
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data:
|
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_name: Output
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_synapses:
|
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- nucleus:
|
||||
rid: -2
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weight: 1
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_array:
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rid: 2243601403683012672
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curve:
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serializedVersion: 2
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m_Curve:
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time: 0
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value: 0
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inSlope: 0
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outSlope: 1
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tangentMode: 0
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weightedMode: 0
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inWeight: 0
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outWeight: 0
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- serializedVersion: 3
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time: 1000
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value: 1000
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inSlope: 1
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outSlope: 0
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tangentMode: 0
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weightedMode: 0
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inWeight: 0
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outWeight: 0
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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curveMax: 1
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average: 0
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- rid: 2243601403683012672
|
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type: {class: NucleusArray, ns: , asm: Assembly-CSharp}
|
||||
data:
|
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_nuclei:
|
||||
- rid: 2243601403683012671
|
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name: Output
|
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- rid: 2243601403683012676
|
||||
type: {class: Neuron, ns: , asm: Assembly-CSharp}
|
||||
data:
|
||||
_name: Position
|
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_synapses: []
|
||||
_receivers:
|
||||
- rid: 2243601403683012671
|
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_array:
|
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rid: 2243601403683012677
|
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_curvePreset: 0
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curve:
|
||||
serializedVersion: 2
|
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m_Curve:
|
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- serializedVersion: 3
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time: 0
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value: 0
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inSlope: 0
|
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outSlope: 1
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: 0
|
||||
outWeight: 0
|
||||
- serializedVersion: 3
|
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time: 1000
|
||||
value: 1000
|
||||
inSlope: 1
|
||||
outSlope: 0
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
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inWeight: 0
|
||||
outWeight: 0
|
||||
m_PreInfinity: 2
|
||||
m_PostInfinity: 2
|
||||
m_RotationOrder: 4
|
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curveMax: 1
|
||||
average: 0
|
||||
- rid: 2243601403683012677
|
||||
type: {class: NucleusArray, ns: , asm: Assembly-CSharp}
|
||||
data:
|
||||
_nuclei:
|
||||
- rid: 2243601403683012676
|
||||
name: New neuron
|
||||
8
Velocity.asset.meta
Normal file
8
Velocity.asset.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: dd622ac7ed09e70ea8edac595047ac82
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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8
VisualEditor.meta
Normal file
8
VisualEditor.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
|
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guid: 62a58c801eda0c9eab7a49fb1d0840cb
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
VisualEditor/Editor.meta
Normal file
8
VisualEditor/Editor.meta
Normal file
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: e47ea55fc051fcdcb8ae6197d1105cc0
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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66
VisualEditor/Editor/BrainPickerWindow.cs
Normal file
66
VisualEditor/Editor/BrainPickerWindow.cs
Normal file
@ -0,0 +1,66 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
public class BrainPickerWindow : EditorWindow {
|
||||
private Vector2 scroll;
|
||||
private ClusterPrefab[] items = new ClusterPrefab[0];
|
||||
private Action<ClusterPrefab> onPicked;
|
||||
private string search = "";
|
||||
|
||||
public static void ShowPicker(Action<ClusterPrefab> onPicked, string title = "Select Cluster") {
|
||||
var w = CreateInstance<BrainPickerWindow>();
|
||||
w.titleContent = new GUIContent(title);
|
||||
w.minSize = new Vector2(360, 320);
|
||||
w.onPicked = onPicked;
|
||||
w.RefreshList();
|
||||
w.ShowModalUtility(); // modal dialog
|
||||
}
|
||||
|
||||
private void OnEnable() => RefreshList();
|
||||
|
||||
private void RefreshList() {
|
||||
var guids = AssetDatabase.FindAssets("t:Cluster");
|
||||
items = guids
|
||||
.Select(g => AssetDatabase.LoadAssetAtPath<ClusterPrefab>(AssetDatabase.GUIDToAssetPath(g)))
|
||||
.Where(b => b != null)
|
||||
.OrderBy(b => b.name)
|
||||
.ToArray();
|
||||
}
|
||||
|
||||
private void OnGUI() {
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Choose Cluster:", EditorStyles.boldLabel);
|
||||
if (GUILayout.Button("Refresh", GUILayout.Width(80))) RefreshList();
|
||||
GUILayout.FlexibleSpace();
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
search = EditorGUILayout.TextField(search);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
scroll = EditorGUILayout.BeginScrollView(scroll);
|
||||
foreach (var it in items) {
|
||||
if (!string.IsNullOrEmpty(search) && it.name.IndexOf(search, StringComparison.OrdinalIgnoreCase) < 0)
|
||||
continue;
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(EditorGUIUtility.ObjectContent(it, typeof(ClusterPrefab)), GUILayout.Height(20));
|
||||
if (GUILayout.Button("Select", GUILayout.Width(70))) {
|
||||
onPicked?.Invoke(it);
|
||||
Close();
|
||||
return;
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
EditorGUILayout.EndScrollView();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("Cancel")) { onPicked?.Invoke(null); Close(); }
|
||||
GUILayout.FlexibleSpace();
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
2
VisualEditor/Editor/BrainPickerWindow.cs.meta
Normal file
2
VisualEditor/Editor/BrainPickerWindow.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9197e2d322d23b5798ab4aef729815b0
|
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728
VisualEditor/Editor/ClusterInspector.cs
Normal file
728
VisualEditor/Editor/ClusterInspector.cs
Normal file
@ -0,0 +1,728 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
|
||||
[CustomEditor(typeof(ClusterPrefab))]
|
||||
public class ClusterInspector : Editor {
|
||||
protected static VisualElement mainContainer;
|
||||
protected static VisualElement inspectorContainer;
|
||||
|
||||
protected bool breakOnWake = false;
|
||||
|
||||
#region Start
|
||||
|
||||
public override VisualElement CreateInspectorGUI() {
|
||||
ClusterPrefab cluster = target as ClusterPrefab;
|
||||
|
||||
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 (cluster != null) {
|
||||
cluster.EnsureInitialization();
|
||||
graph.SetGraph(null, cluster, cluster.output, inspectorContainer);
|
||||
}
|
||||
else
|
||||
Debug.LogWarning(" No brain!");
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
return root;
|
||||
}
|
||||
|
||||
public class GraphView : VisualElement {
|
||||
ClusterPrefab cluster;
|
||||
SerializedObject serializedBrain;
|
||||
INucleus currentNucleus;
|
||||
GameObject gameObject;
|
||||
private List<NeuroidLayer> layers = new();
|
||||
private readonly Dictionary<IReceptor, Vector2Int> neuroidPositions = new();
|
||||
private bool expandArray = false;
|
||||
|
||||
//Vector2 pan = Vector2.zero;
|
||||
//float zoom = 1f;
|
||||
//bool draggingCanvas = false;
|
||||
//Vector2 lastMouse;
|
||||
ClusterWrapper 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);
|
||||
|
||||
// Subscribe when added to panel (editor UI ready)
|
||||
RegisterCallback<AttachToPanelEvent>(evt => Subscribe());
|
||||
RegisterCallback<DetachFromPanelEvent>(evt => Unsubscribe());
|
||||
}
|
||||
|
||||
|
||||
bool subscribed = false;
|
||||
void Subscribe() {
|
||||
if (subscribed) return;
|
||||
SceneView.duringSceneGui += OnSceneGUI;
|
||||
subscribed = true;
|
||||
SceneView.RepaintAll();
|
||||
}
|
||||
|
||||
void Unsubscribe() {
|
||||
if (!subscribed) return;
|
||||
SceneView.duringSceneGui -= OnSceneGUI;
|
||||
subscribed = false;
|
||||
}
|
||||
|
||||
public void SetGraph(GameObject gameObject, ClusterPrefab brain, INucleus nucleus, VisualElement inspectorContainer) {
|
||||
this.gameObject = gameObject;
|
||||
this.cluster = 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<ClusterWrapper>().Init(this.currentNucleus, cluster);
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
|
||||
public 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
|
||||
if (expandArray) {
|
||||
float maxValue = 0;
|
||||
foreach (INucleus nucleus in this.currentNucleus.array.nuclei) {
|
||||
float value = length(nucleus.outputValue);
|
||||
if (value > maxValue)
|
||||
maxValue = value;
|
||||
}
|
||||
|
||||
float spacing = 400f / this.currentNucleus.array.nuclei.Count();
|
||||
float margin = 10 + spacing / 2;
|
||||
float xMin = 150 - size;
|
||||
float xMax = 150 + size;
|
||||
float yMin = 10 + margin - size / 2;
|
||||
float yMax = 400 - margin + size;
|
||||
Vector3[] verts = new Vector3[4] {
|
||||
new(xMin, yMin, 0),
|
||||
new(xMax, yMin, 0),
|
||||
new(xMax, yMax, 0),
|
||||
new(xMin, yMax, 0)
|
||||
};
|
||||
Handles.color = Color.black;
|
||||
Handles.DrawAAConvexPolygon(verts);
|
||||
int row = 0;
|
||||
foreach (INucleus nucleus in this.currentNucleus.array.nuclei) {
|
||||
Vector3 pos = new(150, margin + row * spacing, 0.0f);
|
||||
Handles.color = Color.white;
|
||||
//Handles.DrawLine(parentPos, pos);
|
||||
|
||||
Handles.color = Color.white;
|
||||
Handles.DrawSolidDisc(pos, Vector3.forward, size + 2);
|
||||
DrawNucleus(nucleus, pos, maxValue, size);
|
||||
row++;
|
||||
}
|
||||
GUIStyle style = new(EditorStyles.label) {
|
||||
alignment = TextAnchor.UpperCenter,
|
||||
normal = { textColor = Color.white },
|
||||
fontStyle = FontStyle.Bold,
|
||||
};
|
||||
Vector3 labelPos = new Vector3(150, yMax, 0) - Vector3.down * (size + 10); // below disc along up axis
|
||||
Handles.Label(labelPos, this.currentNucleus.name, style);
|
||||
}
|
||||
else {
|
||||
Handles.color = Color.white;
|
||||
Handles.DrawSolidDisc(position, Vector3.forward, size + 2);
|
||||
DrawNucleus(this.currentNucleus, position, length(this.currentNucleus.outputValue), 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 Neuron neuroid) {
|
||||
float value = length(neuroid.outputValue);
|
||||
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;
|
||||
int neuronCount = 0;
|
||||
List<NucleusArray> drawnArrays = new();
|
||||
foreach (Synapse synapse in nucleus.synapses) {
|
||||
if (synapse.nucleus is Neuron neuroid) {
|
||||
if (drawnArrays.Contains(neuroid.array))
|
||||
continue;
|
||||
drawnArrays.Add(neuroid.array);
|
||||
|
||||
}
|
||||
float value = length(synapse.nucleus.outputValue) * synapse.weight;
|
||||
// Debug.Log($"{synapse.nucleus.name}: {value} {length(synapse.nucleus.outputValue)} {synapse.weight}");
|
||||
if (value > maxValue)
|
||||
maxValue = value;
|
||||
neuronCount++;
|
||||
}
|
||||
|
||||
// Determine the spacing of the nuclei in the layer
|
||||
float spacing = 400f / neuronCount;
|
||||
float margin = 10 + spacing / 2;
|
||||
|
||||
int row = 0;
|
||||
drawnArrays = new();
|
||||
foreach (Synapse synapse in nucleus.synapses) {
|
||||
if (synapse.nucleus is Neuron neuron) {
|
||||
if (drawnArrays.Contains(neuron.array))
|
||||
continue;
|
||||
drawnArrays.Add(neuron.array);
|
||||
}
|
||||
Vector3 pos = new(250, margin + row * spacing, 0.0f);
|
||||
Handles.color = Color.white;
|
||||
Handles.DrawLine(parentPos, pos);
|
||||
if (synapse.nucleus != null) {
|
||||
Color color = Color.black;
|
||||
if (synapse.nucleus.isSleeping)
|
||||
color = Color.darkRed;
|
||||
else if (Application.isPlaying) {
|
||||
float brightness = length(synapse.nucleus.outputValue) * synapse.weight / maxValue;
|
||||
color = new Color(brightness, brightness, brightness, 1f);
|
||||
}
|
||||
DrawNucleus(synapse.nucleus, pos, maxValue, size, color);
|
||||
}
|
||||
row++;
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawNucleus(IReceptor nucleus, Vector3 position, float maxValue, float size) {
|
||||
Color color;
|
||||
if (nucleus.isSleeping)
|
||||
color = Color.darkRed;
|
||||
else {
|
||||
if (Application.isPlaying) {
|
||||
float brightness = length(nucleus.outputValue) / maxValue;
|
||||
color = new Color(brightness, brightness, brightness, 1f);
|
||||
}
|
||||
else
|
||||
color = Color.black;
|
||||
}
|
||||
DrawNucleus(nucleus, position, maxValue, size, color);
|
||||
}
|
||||
|
||||
private void DrawNucleus(IReceptor nucleus, Vector3 position, float maxValue, float size, Color color) {
|
||||
if (nucleus is MemoryCell memory) {
|
||||
Handles.color = Color.white;
|
||||
Handles.DrawWireDisc(position + Vector3.right * 10, Vector3.forward, size);
|
||||
}
|
||||
|
||||
Handles.color = color;
|
||||
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 INucleus neuron) {
|
||||
if (neuron.array == null || neuron.array.nuclei == null || neuron.array.nuclei.Count() == 0)
|
||||
neuron.array = new NucleusArray(neuron);
|
||||
|
||||
if ((!expandArray || neuron.array.nuclei.First() != this.currentNucleus) && neuron.array.nuclei.Count() > 1) {
|
||||
Handles.Label(labelPosition, neuron.array.nuclei.Count().ToString(), style);
|
||||
}
|
||||
if (expandArray && neuron.array.nuclei.First() == this.currentNucleus) {
|
||||
int arrayIx = 0;
|
||||
foreach (INucleus n in neuron.array.nuclei) {
|
||||
if (n == neuron)
|
||||
break;
|
||||
arrayIx++;
|
||||
}
|
||||
Handles.Label(labelPosition, $"[{arrayIx}]", style);
|
||||
}
|
||||
else {
|
||||
style.alignment = TextAnchor.UpperCenter;
|
||||
Vector3 labelPos = position - Vector3.down * (size + 10f); // below disc along up axis
|
||||
Handles.Label(labelPos, nucleus.name, style);
|
||||
}
|
||||
|
||||
if (nucleus is Cluster cluster) {
|
||||
Handles.color = Color.white;
|
||||
Handles.DrawWireDisc(position, Vector3.forward, size + 10);
|
||||
}
|
||||
}
|
||||
else {
|
||||
style.alignment = TextAnchor.UpperCenter;
|
||||
Vector3 labelPos = position - Vector3.down * (size + 10); // 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 HandleMouseHover(IReceptor nucleus, Rect rect) {
|
||||
GUIContent tooltip;
|
||||
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 == this.currentNucleus) {
|
||||
if (nucleus is INucleus n) {
|
||||
expandArray = !expandArray;
|
||||
return;
|
||||
}
|
||||
}
|
||||
else 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 Neuron neuroid) {
|
||||
if (this.currentNucleus is MemoryCell memory) {
|
||||
}
|
||||
else {
|
||||
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 = (Neuron.CurvePresets)EditorGUILayout.EnumPopup(neuroid.curvePreset, GUILayout.Width(100));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
if (neuroid.array == null || neuroid.array.nuclei == null || neuroid.array.nuclei.Count() == 0)
|
||||
neuroid.array = new NucleusArray(neuroid);
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.IntField("Array size", neuroid.array.nuclei.Count());
|
||||
if (GUILayout.Button("Add"))
|
||||
neuroid.array.AddNucleus();
|
||||
if (GUILayout.Button("Del"))
|
||||
neuroid.array.RemoveNucleus();
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
if (Application.isPlaying)
|
||||
EditorGUILayout.FloatField("Output", length(this.currentNucleus.outputValue));
|
||||
else
|
||||
EditorGUILayout.LabelField(" ");
|
||||
|
||||
if (this.currentNucleus.synapses.Count > 0) {
|
||||
EditorGUILayout.LabelField("Synapses");
|
||||
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, length(synapse.nucleus.outputValue) * synapse.weight);
|
||||
else {
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(synapse.nucleus.name);
|
||||
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.cluster, this.currentNucleus);
|
||||
if (GUILayout.Button("Add Input Neuron"))
|
||||
AddInputNeuron(this.currentNucleus);
|
||||
if (GUILayout.Button("Add Input MemoryCell"))
|
||||
AddInputMemoryCell(this.currentNucleus);
|
||||
if (GUILayout.Button("Add Input Cluster"))
|
||||
AddCluster(this.currentNucleus);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
if (GUILayout.Button("Delete this neuron"))
|
||||
DeleteNeuron(this.currentNucleus);
|
||||
|
||||
if (this.currentNucleus is Cluster subCluster) {
|
||||
if (GUILayout.Button("Edit Cluster"))
|
||||
EditCluster(subCluster);
|
||||
}
|
||||
|
||||
// if (this.gameObject != null) {
|
||||
// Vector3 worldVector = this.gameObject.transform.TransformVector(this.currentNucleus.outputValue);
|
||||
// //Debug.DrawRay(this.gameObject.transform.position, worldVector, Color.yellow);
|
||||
// Handles.color = Color.yellow;
|
||||
// Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
|
||||
// }
|
||||
});
|
||||
|
||||
inspectorContainer.Add(container);
|
||||
}
|
||||
|
||||
void OnSceneGUI(SceneView sceneView) {
|
||||
if (this.gameObject != null) {
|
||||
Vector3 worldVector = this.gameObject.transform.TransformVector(this.currentNucleus.outputValue);
|
||||
Handles.color = Color.yellow;
|
||||
Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void AddInputNeuron(INucleus nucleus) {
|
||||
Neuron newNeuroid = new(this.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;
|
||||
}
|
||||
}
|
||||
Neuron.Delete(nucleus);
|
||||
BuildLayers();
|
||||
}
|
||||
|
||||
protected virtual void AddInputMemoryCell(INucleus nucleus) {
|
||||
MemoryCell newMemory = new(this.cluster, "New memory cell");
|
||||
newMemory.AddReceiver(nucleus);
|
||||
this.currentNucleus = newMemory;
|
||||
BuildLayers();
|
||||
}
|
||||
|
||||
protected virtual void AddCluster(INucleus nucleus) {
|
||||
BrainPickerWindow.ShowPicker(brain => OnClusterPicked(nucleus, brain), "Select Cluster");
|
||||
}
|
||||
|
||||
private void OnClusterPicked(INucleus nucleus, ClusterPrefab subCluster) {
|
||||
Cluster subclusterInstance = new(this.cluster, subCluster);
|
||||
//this.cluster.AddSubCluster(subclusterInstance);
|
||||
//this.cluster.nuclei.Add(subclusterInstance);
|
||||
subclusterInstance.AddReceiver(nucleus);
|
||||
}
|
||||
|
||||
private void EditCluster(Cluster subCluster) {
|
||||
//var currentActiveObject = Selection.activeObject;
|
||||
Selection.activeObject = subCluster.prefab;
|
||||
EditorGUIUtility.PingObject(subCluster.prefab);
|
||||
var editor = Editor.CreateEditor(subCluster.prefab);
|
||||
//Selection.activeObject = currentActiveObject;
|
||||
}
|
||||
|
||||
// Connect to another nucleus in the same cluster
|
||||
protected virtual void ConnectNucleus(ClusterPrefab cluster, INucleus nucleus) {
|
||||
if (cluster == null)
|
||||
return;
|
||||
|
||||
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();
|
||||
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);
|
||||
// }
|
||||
IReceptor receptor = cluster.nuclei[selectedIndex];
|
||||
receptor.AddReceiver(this.currentNucleus);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void DisconnectNucleus(Neuron 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<IReceptor> neuroids = new();
|
||||
}
|
||||
|
||||
public class ClusterWrapper : ScriptableObject {
|
||||
// expose fields that map to GraphNode
|
||||
//public string title;
|
||||
public Vector2 position;
|
||||
INucleus node;
|
||||
ClusterPrefab graph; // needed to write back and mark dirty
|
||||
|
||||
public ClusterWrapper Init(INucleus node, ClusterPrefab 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
|
||||
}
|
||||
}
|
||||
}
|
||||
2
VisualEditor/Editor/ClusterInspector.cs.meta
Normal file
2
VisualEditor/Editor/ClusterInspector.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1fc1fb7db9f7ad54a87d31313e7f457d
|
||||
129
VisualEditor/Editor/NanoBrainComponent_Editor.cs
Normal file
129
VisualEditor/Editor/NanoBrainComponent_Editor.cs
Normal file
@ -0,0 +1,129 @@
|
||||
using UnityEditor;
|
||||
using UnityEditor.UIElements;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
[CustomEditor(typeof(NanoBrainComponent))]
|
||||
public class NanoBrainComponent_Editor : Editor {
|
||||
protected static VisualElement mainContainer;
|
||||
protected static VisualElement inspectorContainer;
|
||||
|
||||
protected NanoBrainComponent component;
|
||||
private SerializedProperty brainProp;
|
||||
|
||||
ClusterInspector.GraphView board;
|
||||
|
||||
public void OnEnable() {
|
||||
component = target as NanoBrainComponent;
|
||||
|
||||
if (Application.isPlaying == false)
|
||||
brainProp = serializedObject.FindProperty(nameof(NanoBrainComponent.defaultBrain));
|
||||
|
||||
}
|
||||
|
||||
public override VisualElement CreateInspectorGUI() {
|
||||
//NanoBrainComponent component = target as NanoBrainComponent;
|
||||
ClusterPrefab brain = Application.isPlaying ? component.brain : component.defaultBrain;
|
||||
|
||||
if (Application.isPlaying == false)
|
||||
serializedObject.Update();
|
||||
|
||||
|
||||
VisualElement root = new();
|
||||
root.style.flexDirection = FlexDirection.Column; // side-by-side layout
|
||||
root.style.flexGrow = 1;
|
||||
root.style.minHeight = 600;
|
||||
root.style.paddingLeft = 0;
|
||||
root.style.paddingRight = 0;
|
||||
root.style.paddingTop = 0;
|
||||
root.style.paddingBottom = 0;
|
||||
|
||||
root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
|
||||
|
||||
if (Application.isPlaying == false) {
|
||||
PropertyField brainField = new(brainProp) {
|
||||
label = "Nano Brain"
|
||||
};
|
||||
root.Add(brainField);
|
||||
}
|
||||
|
||||
mainContainer = new() {
|
||||
name = "main",
|
||||
style = {
|
||||
flexDirection = FlexDirection.Row,
|
||||
flexGrow = 1,
|
||||
minHeight = 500,
|
||||
}
|
||||
};
|
||||
board = new ClusterInspector.GraphView();
|
||||
board.style.flexGrow = 1;
|
||||
mainContainer.Add(board);
|
||||
|
||||
inspectorContainer = new VisualElement {
|
||||
name = "inspector",
|
||||
style = {
|
||||
width = 400,
|
||||
}
|
||||
};
|
||||
|
||||
mainContainer.Add(inspectorContainer);
|
||||
root.Add(mainContainer);
|
||||
|
||||
// Run once for initial state (use resolved style width if available)
|
||||
float initialWidth = root.layout.width > 0 ? root.layout.width : root.contentRect.width;
|
||||
UpdateLayout(initialWidth);
|
||||
|
||||
// React to size changes of root (or parent if appropriate)
|
||||
root.RegisterCallback<GeometryChangedEvent>(evt => {
|
||||
UpdateLayout(evt.newRect.width);
|
||||
});
|
||||
|
||||
if (brain != null && board != null)
|
||||
board.SetGraph(component.gameObject, brain, brain.output, inspectorContainer);
|
||||
// else
|
||||
// Debug.LogWarning(" No brain!");
|
||||
|
||||
if (Application.isPlaying == false)
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
return root;
|
||||
}
|
||||
|
||||
// void OnSceneGUI() {
|
||||
// if (Application.isPlaying && board != null)
|
||||
// board.OnIMGUI();
|
||||
// }
|
||||
|
||||
void OnSceneGui(SceneView sv) {
|
||||
if (Application.isPlaying == false)
|
||||
return;
|
||||
// May need some throttling here...
|
||||
if (board != null) {
|
||||
Debug.Log(".");
|
||||
board.OnIMGUI();
|
||||
}
|
||||
|
||||
// EditorApplication.delayCall = UpdateInspectorUI;
|
||||
}
|
||||
|
||||
void UpdateInspectorUI() {
|
||||
if (board != null) {
|
||||
Debug.Log(".");
|
||||
board.OnIMGUI();
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateLayout(float containerWidth) {
|
||||
if (containerWidth > 800f) {
|
||||
mainContainer.style.flexDirection = FlexDirection.Row;
|
||||
inspectorContainer.style.width = 400; // fixed sidebar width
|
||||
inspectorContainer.style.flexGrow = 0;
|
||||
}
|
||||
else {
|
||||
mainContainer.style.flexDirection = FlexDirection.Column;
|
||||
inspectorContainer.style.width = Length.Percent(100); // full width below
|
||||
inspectorContainer.style.flexDirection = FlexDirection.Column;
|
||||
inspectorContainer.style.flexGrow = 1; // can set 0 or keep as needed
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
2
VisualEditor/Editor/NanoBrainComponent_Editor.cs.meta
Normal file
2
VisualEditor/Editor/NanoBrainComponent_Editor.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f05072314d39990639a2dbf99f322664
|
||||
511
VisualEditor/Editor/NanoBrainEditor.cs
Normal file
511
VisualEditor/Editor/NanoBrainEditor.cs
Normal file
@ -0,0 +1,511 @@
|
||||
/*
|
||||
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
|
||||
}
|
||||
}
|
||||
*/
|
||||
2
VisualEditor/Editor/NanoBrainEditor.cs.meta
Normal file
2
VisualEditor/Editor/NanoBrainEditor.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c57f78e25f0e55b96a50fd5592b26317
|
||||
645
VisualEditor/Editor/NanoBrainInspector.cs
Normal file
645
VisualEditor/Editor/NanoBrainInspector.cs
Normal file
@ -0,0 +1,645 @@
|
||||
/*
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
2
VisualEditor/Editor/NanoBrainInspector.cs.meta
Normal file
2
VisualEditor/Editor/NanoBrainInspector.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c96ad47c3d4498640b52630789e38573
|
||||
102
VisualEditor/NanoBrain.cs
Normal file
102
VisualEditor/NanoBrain.cs
Normal file
@ -0,0 +1,102 @@
|
||||
/*
|
||||
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();
|
||||
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
foreach (Perceptoid perceptoid in this.perceptei.ToArray())
|
||||
perceptoid.Rebuild(this);
|
||||
}
|
||||
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);
|
||||
}
|
||||
}
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
*/
|
||||
2
VisualEditor/NanoBrain.cs.meta
Normal file
2
VisualEditor/NanoBrain.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 36081359186edfec998d891a1feeb17b
|
||||
35
VisualEditor/NanoBrainComponent.cs
Normal file
35
VisualEditor/NanoBrainComponent.cs
Normal file
@ -0,0 +1,35 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class NanoBrainComponent : MonoBehaviour {
|
||||
public ClusterPrefab defaultBrain;
|
||||
private ClusterPrefab brainInstance;
|
||||
|
||||
public INucleus root => brainInstance.output;
|
||||
public ClusterPrefab brain {
|
||||
get {
|
||||
if (brainInstance == null && defaultBrain != null) {
|
||||
brainInstance = Instantiate(defaultBrain);
|
||||
brainInstance.name = defaultBrain.name + " (Instance)";
|
||||
|
||||
SwarmControl sc = FindFirstObjectByType<SwarmControl>();
|
||||
if (sc != null) {
|
||||
UpdateWeight(brainInstance, "Avoidance", sc.avoidanceForce);
|
||||
UpdateWeight(brainInstance, "Cohesion", sc.cohesionForce);
|
||||
UpdateWeight(brainInstance, "Separation", sc.separationForce);
|
||||
UpdateWeight(brainInstance, "Alignment", sc.alignmentForce);
|
||||
}
|
||||
}
|
||||
return brainInstance;
|
||||
}
|
||||
}
|
||||
|
||||
public static void UpdateWeight(ClusterPrefab brain, string name, float weight) {
|
||||
INucleus root = brain.output;
|
||||
foreach (Synapse synapse in root.synapses) {
|
||||
if (synapse.nucleus.name == name) {
|
||||
synapse.weight = weight;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
2
VisualEditor/NanoBrainComponent.cs.meta
Normal file
2
VisualEditor/NanoBrainComponent.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 92f34a5e4027a1dc39efd8ce63cf6aba
|
||||
8
VisualEditor/Resources.meta
Normal file
8
VisualEditor/Resources.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7b61a93fc9332d2adae74fe4abe92d53
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
12
VisualEditor/Resources/GraphStyles.uss
Normal file
12
VisualEditor/Resources/GraphStyles.uss
Normal file
@ -0,0 +1,12 @@
|
||||
#content {
|
||||
background-color: #2b2b2b;
|
||||
}
|
||||
#inspector {
|
||||
border-left-width: 1px;
|
||||
border-left-color: #000;
|
||||
padding: 3px;
|
||||
}
|
||||
#title {
|
||||
-unity-font-style: bold;
|
||||
color: white;
|
||||
}
|
||||
11
VisualEditor/Resources/GraphStyles.uss.meta
Normal file
11
VisualEditor/Resources/GraphStyles.uss.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 28268b644fa8f3948851b25e41f5b03b
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
|
||||
disableValidation: 0
|
||||
Loading…
x
Reference in New Issue
Block a user