Fix neuron output visualisation

This commit is contained in:
Pascal Serrarens 2026-04-23 11:34:21 +02:00
parent 96439cc324
commit b12616bd0c
5 changed files with 84 additions and 169 deletions

View File

@ -24,7 +24,6 @@ namespace NanoBrain {
}
public override VisualElement CreateInspectorGUI() {
Cluster brain = component.InitializeBrain();
if (Application.isPlaying == false)
serializedObject.Update();
@ -36,27 +35,23 @@ namespace NanoBrain {
paddingRight = 0,
paddingTop = 0,
paddingBottom = 0
}
}
};
root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
//if (Application.isPlaying == false) {
PropertyField brainField = new(brainProp) {
label = "Cluster Prefab"
};
root.Add(brainField);
//}
PropertyField brainField = new(brainProp) {
label = "Cluster Prefab"
};
root.Add(brainField);
if (brain != null)
CreateViewer(root, brain.prefab, brain.defaultOutput, component.gameObject);
CreateViewer(root, component.brain, component.gameObject);
if (Application.isPlaying == false)
serializedObject.ApplyModifiedProperties();
return root;
}
public ClusterViewer.GraphView CreateViewer(VisualElement root, ClusterPrefab cluster, Nucleus output, GameObject gameObject) {
public ClusterViewer.GraphView CreateViewer(VisualElement root, Cluster cluster, GameObject gameObject) {
VisualElement mainContainer = new() {
style = {
flexDirection = FlexDirection.Row,
@ -69,7 +64,7 @@ namespace NanoBrain {
mainContainer.Add(graph);
root.Add(mainContainer);
graph.SetGraph(gameObject, output);
graph.SetGraph(gameObject);
return graph;
}

View File

@ -18,13 +18,13 @@ namespace NanoBrain {
serializedObject.Update();
VisualElement root = new();
CreateEditor(root, prefab, prefab.output, null);
CreateEditor(root, prefab, null);
serializedObject.ApplyModifiedProperties();
return root;
}
public GraphView CreateEditor(VisualElement root, ClusterPrefab cluster, Nucleus output, GameObject gameObject) {
public GraphView CreateEditor(VisualElement root, ClusterPrefab cluster, GameObject gameObject) {
root.style.paddingLeft = 0;
root.style.paddingRight = 0;
root.style.paddingTop = 0;
@ -56,14 +56,22 @@ namespace NanoBrain {
mainContainer.Add(inspectorContainer);
root.Add(mainContainer);
graphContainer.SetGraph(gameObject, output, inspectorContainer);
graphContainer.SetGraph(gameObject, inspectorContainer);
return graphContainer;
}
public class GraphEditor : GraphView {
public GraphEditor(ClusterPrefab prefab) : base(prefab) {
protected ClusterPrefab prefab;
public GraphEditor(ClusterPrefab prefab) : base(prefab.output.parent) {
this.prefab = prefab;
// In a Prefab editor, no instance exists but we need it for the ClusterViewer.
// So we create a temporary instance
Cluster cluster = new(prefab);
this.currentCluster = cluster;
Button addButton = new(() => OnAddClusterOutput()) {
text = "Add"
@ -82,20 +90,20 @@ namespace NanoBrain {
this.currentNucleus = newOutput;
}
public void SetGraph(GameObject gameObject, Nucleus nucleus, VisualElement inspectorContainer) {
public void SetGraph(GameObject gameObject, VisualElement inspectorContainer) {
this.gameObject = gameObject;
if (Application.isPlaying == false)
this.serializedBrain = new SerializedObject(this.prefab);
this.currentNucleus = nucleus;
this.selectedOutput = this.currentCluster.outputs[0];
this.currentNucleus = this.selectedOutput;
//this.currentCluster = this.currentNucleus.parent;
Rebuild(inspectorContainer);
this.selectedOutput = this.prefab.outputs[0];
// if (outputsPopup != null)
// OnOutputChanged(outputsPopup.choices[0]);
}
private void Rebuild(VisualElement inspectorContainer) {
BuildLayers();
if (this.currentNucleus == null) {
inspectorContainer.Clear();
@ -440,14 +448,12 @@ namespace NanoBrain {
Neuron newNeuroid = new(this.prefab, "New neuron");
newNeuroid.AddReceiver(nucleus);
this.currentNucleus = newNeuroid;
BuildLayers();
}
protected virtual void AddMemoryCellInput(Nucleus nucleus) {
MemoryCell newMemory = new(this.prefab, "New memory cell");
newMemory.AddReceiver(nucleus);
this.currentNucleus = newMemory;
BuildLayers();
}
protected virtual void AddClusterInput(Nucleus nucleus) {
@ -540,7 +546,6 @@ namespace NanoBrain {
Neuron.Delete(nucleus);
this.currentNucleus = this.prefab.output;
BuildLayers();
}
Nucleus.Type selectedType = Nucleus.Type.None;

View File

@ -12,14 +12,13 @@ namespace NanoBrain {
public static ClusterPrefab previousPrefab;
public class GraphView : VisualElement {
protected readonly ClusterPrefab prefab;
//protected readonly ClusterPrefab prefab;
protected Cluster currentCluster;
protected SerializedObject serializedBrain;
protected Nucleus currentNucleus;
protected Nucleus selectedOutput;
protected GameObject gameObject;
private List<NeuroidLayer> layers = new();
private readonly Dictionary<Nucleus, Vector2Int> neuroidPositions = new();
private bool expandArray = false;
protected ClusterPrefab prefabAsset;
@ -34,8 +33,8 @@ namespace NanoBrain {
}
public Mode mode = Mode.Focus;
public GraphView(ClusterPrefab prefab) {
this.prefab = prefab;
public GraphView(Cluster cluster) {
this.currentCluster = cluster;
name = "content";
style.flexGrow = 1;
@ -52,15 +51,6 @@ namespace NanoBrain {
modePopup.RegisterValueChangedCallback(OnModeChange);
topMenuContainer.Add(modePopup);
// List<string> names = this.prefab.outputs.Select(output => output.name).ToList();
// if (names.Count > 0 && names.First() != null) {
// outputsPopup = new(names, names.First()) {
// style = { flexGrow = 1 }
// };
// outputsPopup.RegisterValueChangedCallback(evt => OnOutputChanged(evt.newValue));
// topMenuContainer.Add(outputsPopup);
// }
scrollView = new(ScrollViewMode.Horizontal);
scrollView.style.position = Position.Absolute;
scrollView.style.left = 0; scrollView.style.top = 0;
@ -93,16 +83,6 @@ namespace NanoBrain {
this.mode = (Mode)changeEvent.newValue;
}
// protected virtual void OnOutputChanged(string outputName) {
// if (this.currentNucleus.parent != null)
// // Get nucleus in the parent instance
// this.selectedOutput = this.currentNucleus.parent.GetNucleus(outputName);
// else
// // Get nucleus in the prefab
// this.selectedOutput = this.prefab.GetNucleus(outputName);
// this.currentNucleus = this.selectedOutput;
// }
bool subscribed = false;
void Subscribe() {
if (subscribed) return;
@ -117,25 +97,21 @@ namespace NanoBrain {
subscribed = false;
}
public void SetGraph(GameObject gameObject, Nucleus nucleus) {
public void SetGraph(GameObject gameObject) {
this.gameObject = gameObject;
if (Application.isPlaying == false)
this.serializedBrain = new SerializedObject(this.prefab);
this.currentNucleus = nucleus;
Rebuild(); //inspectorContainer);
this.selectedOutput = this.prefab.outputs[0];
// if (outputsPopup != null)
// OnOutputChanged(outputsPopup.choices[0]);
this.serializedBrain = new SerializedObject(this.currentCluster.prefab);
this.selectedOutput = this.currentCluster.outputs[0];
this.currentNucleus = this.selectedOutput;
Rebuild();
}
void Rebuild() {
BuildLayers();
if (this.currentNucleus == null)
return;
string path = AssetDatabase.GetAssetPath(this.prefab); // or known path
string path = AssetDatabase.GetAssetPath(this.currentCluster.prefab); // or known path
this.prefabAsset = AssetDatabase.LoadAssetAtPath<ClusterPrefab>(path);
if (this.prefabAsset == null) {
// create in memory save if it doesn't exist
@ -442,15 +418,36 @@ namespace NanoBrain {
}
protected void DrawOutputs(Vector2 parentPos, float size) {
int outputCount = this.prefab.outputs.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<Nucleus> drawnNuclei = new();
foreach (Nucleus nucleus in this.currentCluster.outputs) {
if (nucleus is not Neuron neuron)
continue;
// Draw multiple synapses to the same neuron only once
if (drawnNuclei.Contains(nucleus))
continue;
drawnNuclei.Add(nucleus);
float value = neuron.outputMagnitude;
if (value > maxValue)
maxValue = value;
neuronCount++;
}
// Determine the spacing of the nuclei in the layer
float spacing = 400f / outputCount;
float spacing = 400f / neuronCount;
float margin = 10 + spacing / 2;
int row = 0;
List<Nucleus> drawnNuclei = new();
foreach (Nucleus nucleus in this.prefab.outputs) {
drawnNuclei = new();
foreach (Nucleus nucleus in this.currentCluster.outputs) {
if (nucleus is not Neuron neuron)
continue;
// Draw multiple synapses to the same neuron only once
if (drawnNuclei.Contains(nucleus))
@ -459,97 +456,18 @@ namespace NanoBrain {
Vector3 pos = new(250, margin + row * spacing, 0.0f);
DrawEdge(parentPos, pos);
// Handles.color = Color.white;
// Handles.DrawLine(parentPos, pos);
Color color = Color.black;
if (Application.isPlaying) {
if (maxValue == 0 || !float.IsFinite(maxValue))
maxValue = 1;
float brightness = neuron.outputMagnitude / maxValue;
color = new Color(brightness, brightness, brightness, 1f);
}
DrawNucleus(nucleus, pos, size, color);
row++;
}
}
protected void BuildLayers() {
// A temporary list to track what's been added to layers
this.layers = new();
int layerIx = 0;
if (this.currentNucleus == null) {
BuildAllOutputs();
return;
}
// Nucleus selectedNucleus = this.currentNucleus;
// if (selectedNucleus == null)
// return;
NeuroidLayer currentLayer = new() { ix = layerIx };
// Receivers layer
if (this.currentNucleus is Neuron selectedNeuron && selectedNeuron.receivers != null) {
foreach (Nucleus receiver in selectedNeuron.receivers) {
Nucleus outputNeuroid = receiver;
if (outputNeuroid != null) {
AddToLayer(currentLayer, outputNeuroid);
// Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}");
}
}
}
// Create next layer
if (currentLayer.neuroids.Count > 0) {
this.layers.Add(currentLayer);
layerIx++;
currentLayer = new() { ix = layerIx };
}
// Current Nucleus layer
AddToLayer(currentLayer, this.currentNucleus);
this.layers.Add(currentLayer);
// Debug.Log($"layer {layerIx} nucleus {selectedNucleus.name}");
// Create next layer
layerIx++;
currentLayer = new() { ix = layerIx };
// Synapses layer
if (this.currentNucleus.synapses != null) {
foreach (Synapse synapse in this.currentNucleus.synapses) {
Nucleus input = synapse.neuron;
AddToLayer(currentLayer, input);
// Debug.Log($"layer {layerIx} nucleus {input.name}");
}
}
if (currentLayer.neuroids.Count > 0) {
this.layers.Add(currentLayer);
}
}
protected void BuildAllOutputs() {
return;
// Debug.Log("Build all outputs");
// this.layers = new();
// int layerIx = 0;
// NeuroidLayer currentLayer = new() { ix = layerIx };
// // empty layer, as 'All outputs' is not a nucleus
// layerIx++;
// currentLayer = new() {ix = layerIx};
// foreach (Nucleus nucleus in this.prefab.outputs) {
// AddToLayer(currentLayer, nucleus);
// }
}
private void AddToLayer(NeuroidLayer layer, Nucleus nucleus) {
if (nucleus == null)
return;
layer.neuroids.Add(nucleus);
// Store its position
Vector2Int neuroidPosition = new(layer.ix, layer.neuroids.Count - 1);
neuroidPositions[nucleus] = neuroidPosition;
}
#endregion Focus Graph
protected void DrawNucleus(Nucleus nucleus, Vector3 position, float maxValue, float size) {
@ -593,7 +511,7 @@ namespace NanoBrain {
fontStyle = FontStyle.Bold,
};
if (nucleus.parent is Cluster parentCluster && parentCluster != currentNucleus.parent)
if (nucleus.parent is Cluster parentCluster && currentNucleus != null && parentCluster != currentNucleus.parent)
DrawCluster(parentCluster, position, color, size);
else if (nucleus is Cluster cluster)
DrawCluster(cluster, position, color, size);
@ -603,7 +521,7 @@ namespace NanoBrain {
Vector3 labelPos = position - Vector3.down * (size + 5); // below neuron
style.alignment = TextAnchor.UpperCenter;
if (nucleus.parent != null && nucleus.parent != currentNucleus.parent && nucleus.parent is Cluster parentCluster1) {
if (nucleus.parent != null && currentNucleus != null && nucleus.parent != currentNucleus.parent && nucleus.parent is Cluster parentCluster1) {
// This neuron is part of another cluster
parentCluster1.name ??= "";
string baseName = "";
@ -764,7 +682,7 @@ namespace NanoBrain {
if (len <= 2f * radius || len <= Mathf.Epsilon)
// line too short
return;
Vector2 n = dir / len; // normalized
Vector2 a = from + n * radius;
Vector2 b = to - n * radius;
@ -803,19 +721,17 @@ namespace NanoBrain {
OnClusterClick(cluster);
}
}
else if (nucleus.parent != null && nucleus.parent != this.currentNucleus.parent) {
else if (nucleus.parent != null && this.currentNucleus != null && nucleus.parent != this.currentNucleus.parent) {
// We go to a different cluster
// select the cluster, not the neuron in the cluster
this.currentNucleus = nucleus.parent;
expandArray = false;
BuildLayers();
}
else {
this.currentNucleus = nucleus;
if (this.currentNucleus is Neuron neuron && neuron.receivers.Count == 0)
this.selectedOutput = this.currentNucleus;
expandArray = false;
BuildLayers();
}
}
@ -823,7 +739,7 @@ namespace NanoBrain {
// May be used with storedPrefab...
Selection.activeObject = subCluster.prefab;
EditorGUIUtility.PingObject(subCluster.prefab);
ClusterViewer.previousPrefab = this.prefab;
ClusterViewer.previousPrefab = this.currentCluster.prefab;
ClusterEditor newEditor = CreateEditor(subCluster.prefab) as ClusterEditor;
}
@ -831,7 +747,6 @@ namespace NanoBrain {
this.currentNucleus = null;
this.selectedOutput = null;
expandArray = false;
BuildLayers();
}
#endregion Graph

View File

@ -20,23 +20,23 @@ namespace NanoBrain {
/// </summary>
public Cluster brain {
get {
// if (brainInstance == null && brainPrefab != null) {
// brainInstance = new Cluster(brainPrefab) {
// name = brainPrefab.name
// };
// } else if (brainInstance != null && brainPrefab == null) {
// brainInstance = null;
// }
if (brainInstance == null && brainPrefab != null) {
brainInstance = new Cluster(brainPrefab) {
name = brainPrefab.name
};
} else if (brainInstance != null && brainPrefab == null) {
brainInstance = null;
}
return brainInstance;
}
}
public Cluster InitializeBrain() {
brainInstance = new Cluster(brainPrefab) {
name = brainPrefab.name
};
return brainInstance;
}
// public Cluster InitializeBrain() {
// brainInstance = new Cluster(brainPrefab) {
// name = brainPrefab.name
// };
// return brainInstance;
// }
/// <summary>
/// Update the weight for all Synapses coming from the Neuron with the given name

View File

@ -636,7 +636,7 @@ namespace NanoBrain {
if (this._outputs == null) {
this._outputs = new();
foreach (Nucleus nucleus in this.clusterNuclei) {
if (nucleus is Neuron neuron) // && neuron.receivers.Count == 0)
if (nucleus is Neuron neuron && neuron.receivers.Count == 0)
this._outputs.Add(neuron);
}
}