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This commit is contained in:
Pascal Serrarens 2025-11-25 09:25:11 +01:00
commit ad410fd193
70 changed files with 8741 additions and 0 deletions

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using UnityEditor;
using UnityEngine;
using System.Linq;
using System.Collections.Generic;
public class Layer {
public int ix = 0;
public List<Neuroid> neuroids = new();
}
public class GraphEditorWindow : EditorWindow {
private Neuroid currentNeuroid;
private List<Neuroid> allNeuroids;
private Dictionary<Neuroid, Vector2Int> neuroidPositions = new();
private List<Layer> layers = new();
private void OnEnable() {
EditorApplication.update += EditorUpdate;
Selection.selectionChanged += OnSelectionChange;
SelectNeuron();
}
private void BuildLayers(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
Layer currentLayer = new() { ix = layerIx };
int neuroidIx = 0;
foreach (Neuroid neuroid in neuroids) {
// If this neuroid is not visited while its output neuroid is visited
if (!neuronVisited.Contains(neuroid) && (neuronVisited.Contains(neuroid.outputNeuroid) || neuroid.outputNeuroid == null)) {
// Add it to the next layer
currentLayer.neuroids.Add(neuroid);
// Register it as visited
neuronVisited.Add(neuroid);
// Store its position
Vector2Int neuroidPosition = new(layerIx, neuroidIx);
neuroidPositions[neuroid] = neuroidPosition;
neuroidIx++;
}
}
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 (currentNeuroid == null)
return;
foreach (Layer layer in layers)
DrawLayer(layer);
// int column = 100;
// int row = 200;
// Vector3 parentPos = new(column, row, 0.1f);
// Handles.DrawSolidDisc(parentPos, Vector3.forward, 15);
// DrawLayer(2, parentPos);
}
// private void DrawLayer(int layerIx, Vector3 parentPos) {
// int column = layerIx * 100;
// int nodeCount = currentNeuroid.synapses.Count;
// float maxValue = 0;
// foreach (Synapse synapse in currentNeuroid.synapses.Values) {
// float value = synapse.value.magnitude;
// if (value > maxValue)
// maxValue = value;
// }
// float spacing = 200f / nodeCount; // Calculate spacing
// float margin = 100 + spacing / 3;
// int i = 0;
// foreach (Synapse synapse in currentNeuroid.synapses.Values) {
// Vector3 pos = new(column, margin + i * spacing);
// float brightness = synapse.weight / 10.0f;
// Handles.color = new Color(brightness, brightness, brightness);
// Handles.DrawLine(parentPos - Vector3.forward, pos);
// float size = synapse.value.magnitude / maxValue * 20;
// Handles.color = Color.white;
// Handles.DrawSolidDisc(pos, Vector3.forward, size);
// i++;
// }
// }
private void DrawLayer(Layer layer) {
int column = layer.ix * 100;
int nodeCount = layer.neuroids.Count;
float maxValue = 0;
foreach (Neuroid neuroid in layer.neuroids) {
float value = neuroid.outputValue.magnitude;
if (value > maxValue)
maxValue = value;
}
float spacing = 200f / nodeCount;
float margin = 100 + spacing / 2;
foreach (Neuroid layerNeuroid in layer.neuroids) {
Vector2Int layerNeuroidPos = this.neuroidPositions[layerNeuroid];
Vector3 parentPos = new(100 + layerNeuroidPos.x * 100, margin + layerNeuroidPos.y * spacing, 0.1f);
int i = 0;
float inputSpacing = 200f / layerNeuroid.synapses.Count;
float inputMargin = 100 + inputSpacing / 2;
foreach (Synapse synapse in layerNeuroid.synapses.Values) {
if (synapse.neuroid != null) {
Vector2Int inputNeuroidPos = this.neuroidPositions[synapse.neuroid];
Vector3 pos = new(100 + inputNeuroidPos.x * 100, inputMargin + inputNeuroidPos.y * inputSpacing, 0.0f);
float brightness = synapse.weight / 10.0f;
Handles.color = new Color(brightness, brightness, brightness);
Handles.DrawLine(parentPos, pos);
}
}
float size = layerNeuroid.outputValue.magnitude / maxValue * 20;
Handles.color = Color.white;
Handles.DrawSolidDisc(parentPos, Vector3.forward, size);
Rect neuronRect = new(parentPos.x-size, parentPos.y-size, size*2, size*2);
if (neuronRect.Contains(Event.current.mousePosition))
HandleMouseHover(layerNeuroid, neuronRect);
i++;
}
}
private void HandleMouseHover(Neuroid neuroid, Rect rect) {
// Draw the tooltip
GUIContent tooltip = new($"{neuroid.name}\n Value: {neuroid.outputValue}");
Vector2 mousePosition = Event.current.mousePosition;
// Display tooltip with some offset
Vector2 tooltipSize = GUI.skin.box.CalcSize(tooltip);
Rect tooltipRect = new Rect(mousePosition.x + 10, mousePosition.y + 10, tooltipSize.x, tooltipSize.y);
GUI.Box(tooltipRect, tooltip);
}
// Update node colors based on selected GameObjects
private void SelectNeuron() {
GameObject[] selectedObjects = Selection.gameObjects;
if (selectedObjects.Length == 0)
return;
GameObject selectedObject = selectedObjects[0];
Boid boid = selectedObject.GetComponent<Boid>();
if (boid == null)
return;
Neuroid neuroid = boid.totalForce;
this.currentNeuroid = neuroid;
if (neuroid == null)
this.allNeuroids = new();
else
this.allNeuroids = neuroid.net.neuroids;
//Debug.Log($"Neuroncount = {this.allNeuroids.Count}");
BuildLayers(this.allNeuroids);
Debug.Log($"Layercount = {this.layers.Count}");
}
[MenuItem("Window/Graph Visualizer")]
public static void ShowWindow() {
GetWindow<GraphEditorWindow>("Graph Visualizer");
}
}

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using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class Synapse {
public Synapse(Neuroid neuroid, Vector3 value, float weight) {
this.neuroid = neuroid;
this.value = value;
this.weight = weight;
}
public Neuroid neuroid;
public Vector3 value;
public float weight;
}
public class NeuroidNetwork {
public List<Neuroid> neuroids = new();
public Neuroid AddNeuron() {
Neuroid neuroid = new(this);
return neuroid;
}
}
public class Neuroid {
public int id;
public string name;
public readonly Dictionary<int, Synapse> synapses = new();
public Vector3 outputValue;
public Neuroid outputNeuroid;
public int outputNeurix;
public enum Mode {
Sum,
Average,
}
public Mode mode = Mode.Sum;
public NeuroidNetwork net;
public Neuroid(NeuroidNetwork net) {
this.net = net;
this.net.neuroids.Add(this);
}
public void SetOutputTo(Neuroid neuroid) {
this.outputNeuroid = neuroid;
// neuroid.inputNeuroids.Add(this);
this.outputNeurix = this.id;
}
public void ResetWeights() {
foreach (Synapse synapse in synapses.Values)
synapse.weight = 1.0f;
}
public void SetWeight(Neuroid input, float weight) {
if (synapses.ContainsKey(input.id))
synapses[input.id] = new(input, synapses[input.id].value, weight);
else
synapses[input.id] = new(input, Vector3.zero, weight);
}
public void GetInputFrom(Neuroid input, float weight = 1.0f) {
input.id = this.synapses.Count;
input.SetOutputTo(this);
synapses[input.id] = new(input, Vector3.zero, weight);
}
public void SetInput(int inputId, Vector3 value) {
if (synapses.ContainsKey(inputId))
synapses[inputId].value = value;
else
synapses[inputId] = new(null, value, 1.0f);
UpdateState();
}
public void SetInput(int inputIx, Vector3 value, float weight) {
if (synapses.ContainsKey(inputIx)) {
Synapse synapse = synapses[inputIx];
synapse.value = value;
synapse.weight = weight;
}
else
synapses[inputIx] = new(null, value, weight);
UpdateState();
}
void UpdateState() {
Vector3 sum = Vector3.zero;
foreach (Synapse synapse in synapses.Values)
sum += synapse.value * synapse.weight;
this.outputValue = Activation(sum);
this.outputNeuroid?.SetInput(this.outputNeurix, this.outputValue);
}
Vector3 Activation(Vector3 sum) {
return mode switch {
Mode.Sum => sum,
Mode.Average => sum / synapses.Count,
_ => sum,
};
//return sum; //(sum.magnitude > 0.5f) ? sum : Vector3.zero;
}
}

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using UnityEngine;
public class NeuroidBehaviour : MonoBehaviour
{
public Neuroid neuroid;
public GameObject thing;
public void Start() {
Debug.Log("Neuroid start");
}
public void Update() {
Debug.Log("Neuroid update");
}
}

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using UnityEngine;
public class Boid : MonoBehaviour {
public float speed = 0.2f;
public int neighbourCount = 0;
public float inertia = 0.2f;
public float alignmentForce = 1.0f;
public float cohesionForce = 1.0f;
public float separationForce = 1.0f;
public float separationDistance = 0.5f;
public float bodyForce = 1;
public SwarmControl sc;
public Vector3 velocity = Vector3.zero;
public Vector3 acceleration = Vector3.zero;
readonly Collider[] results = new Collider[10];
public NeuroidNetwork neuroidNet = new();
public Neuroid bodyVector;
public Neuroid cohesion;
public Neuroid alignment;
public Neuroid separation;
public Neuroid target;
public Neuroid totalForce;
public int id;
void Awake() {
this.id = this.GetInstanceID();
sc = FindFirstObjectByType<SwarmControl>();
cohesion = new(neuroidNet) { name = "Cohesion", mode = Neuroid.Mode.Sum };
alignment = new(neuroidNet) { name = "Alignment", mode = Neuroid.Mode.Average };
separation = new(neuroidNet) { name = "Separation", mode = Neuroid.Mode.Sum };
target = new(neuroidNet) { name = "Target", mode = Neuroid.Mode.Sum };
totalForce = new(neuroidNet) { name = "Total force", mode = Neuroid.Mode.Sum };
totalForce.GetInputFrom(alignment, sc.alignmentForce);
totalForce.GetInputFrom(cohesion, sc.cohesionForce);
totalForce.GetInputFrom(separation, sc.separationForce);
totalForce.GetInputFrom(target, sc.bodyForce);
}
void Update() {
Physics.OverlapSphereNonAlloc(this.transform.position, 10, results);
neighbourCount = 0;
cohesion.ResetWeights();
alignment.ResetWeights();
separation.ResetWeights();
foreach (Collider c in results) {
if (c == null || c as CapsuleCollider == null)
continue;
Boid neighbour = c.GetComponentInParent<Boid>();
if (neighbour == null || neighbour == this)
continue;
Vector3 localPosition = neighbour.transform.position - this.transform.position;
Vector3 relativeVelocity = neighbour.velocity - this.velocity;
int id = neighbour.GetInstanceID();
Vector3 separationForce = -localPosition / localPosition.sqrMagnitude;
// which is equivalent to -(localPosition.normalized / localPosition.magnitude)
separation.SetInput(id, separationForce, sc.separationDistance);
cohesion.SetInput(id, localPosition);
alignment.SetInput(id, relativeVelocity);
neighbourCount++;
}
Vector3 totalForceVector = totalForce.outputValue;
//Debug.DrawRay(this.transform.position, totalForceVector, Color.magenta);
this.velocity = (1 - sc.inertia) * (totalForceVector * Time.deltaTime) + sc.inertia * velocity + (sc.speed * transform.forward);
//this.velocity = Vector3.ClampMagnitude(this.velocity, sc.speed);
this.transform.position += this.velocity * Time.deltaTime;
if (this.velocity != Vector3.zero) {
Quaternion targetRotation = Quaternion.LookRotation(this.velocity);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * 2f); // Adjust the speed of rotation
}
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using UnityEngine;
public class SwarmControl : MonoBehaviour
{
public float speed = 0.5f;
//public int neighbourCount = 0;
public float inertia = 0.1f;
public float alignmentForce = 0.0f;
public float cohesionForce = 10.0f;
public float separationForce = 5.0f;
public float separationDistance = 0.5f;
public float bodyForce = 20;
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using System.Collections;
using UnityEngine;
public class SwarmSpawn : MonoBehaviour {
public int count = 1;
public GameObject boidPrefab;
public Vector3 spawnAreaSize = new(0.5f, 0.5f, 0.5f); // Size of the area to spawn the prefab
public float minDelay = 1f; // Minimum delay between spawns
public float maxDelay = 5f; // Maximum delay between spawns
void Start() {
StartCoroutine(SpawnPrefab());
}
IEnumerator SpawnPrefab() {
for (int i = 0; i < count; i++) {
float delay = Random.Range(minDelay, maxDelay);
yield return new WaitForSeconds(delay);
// Generate a random local position within the specified area
Vector3 randomPosition = new Vector3(
Random.Range(-spawnAreaSize.x / 2, spawnAreaSize.x / 2),
Random.Range(-spawnAreaSize.y / 2, spawnAreaSize.y / 2),
Random.Range(-spawnAreaSize.z / 2, spawnAreaSize.z / 2)
);
// Instantiate the prefab at the random position relative to the spawner
Instantiate(boidPrefab, transform.position + randomPosition, Random.rotation);
}
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