diff --git a/Assembly-CSharp-Editor.csproj b/Assembly-CSharp-Editor.csproj
index 369d5d7..94f9e7e 100644
--- a/Assembly-CSharp-Editor.csproj
+++ b/Assembly-CSharp-Editor.csproj
@@ -51,8 +51,10 @@
+
+
diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj
index 49d2ce0..b49e8b7 100644
--- a/Assembly-CSharp.csproj
+++ b/Assembly-CSharp.csproj
@@ -71,12 +71,14 @@
+
+
diff --git a/Assets/NanoBrain/Cluster.cs b/Assets/NanoBrain/Cluster.cs
new file mode 100644
index 0000000..991c44e
--- /dev/null
+++ b/Assets/NanoBrain/Cluster.cs
@@ -0,0 +1,85 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+[CreateAssetMenu(menuName = "Passer/Cluster")]
+public class Cluster : ScriptableObject, INucleus {
+
+ private string _name;
+ public string name {
+ get { return _name; }
+ set { _name = value; }
+ }
+
+ public Cluster cluster => this;
+
+ public List nuclei = new();
+
+ public Nucleus output => this.nuclei[0];
+
+ private readonly List _synapses = new(); // = inputs, compare receptors in NanoBrain
+ public List synapses => _synapses;
+
+ private void OnEnable() {
+ nuclei ??= new List();
+ if (nuclei.Count == 0)
+ new Neuroid(this, "Output"); // Every cluster should have at least 1 neuroid
+ }
+
+ public void AddReceiver(INucleus receiver) {
+ output.AddReceiver(receiver);
+ }
+
+ public void RemoveReceiver(INucleus receiver) {
+ output.RemoveReceiver(receiver);
+ }
+ public List receivers {
+ get => output.receivers;
+ }
+
+ public void GarbageCollection() {
+ HashSet 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 visitedNuclei, INucleus nucleus) {
+ if (nucleus is null)
+ return;
+
+ visitedNuclei.Add(nucleus);
+ if (nucleus.synapses != null) {
+ HashSet 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 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);
+ }
+ }
+
+ #region Dynamics
+
+ public Vector3 outputValue => this.output.outputValue;
+ public bool isSleeping => this.outputValue.sqrMagnitude == 0;
+
+ public void UpdateState() {
+ // Don't know if this is right
+ this.output.UpdateState();
+ }
+
+ #endregion Dynamics
+}
\ No newline at end of file
diff --git a/Assets/NanoBrain/Cluster.cs.meta b/Assets/NanoBrain/Cluster.cs.meta
new file mode 100644
index 0000000..ee35e0b
--- /dev/null
+++ b/Assets/NanoBrain/Cluster.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 60a957541c24c57e78018c202ebb1d9b
\ No newline at end of file
diff --git a/Assets/NanoBrain/Editor/NeuroidWindow.cs b/Assets/NanoBrain/Editor/NeuroidWindow.cs
index 72494b8..187df35 100644
--- a/Assets/NanoBrain/Editor/NeuroidWindow.cs
+++ b/Assets/NanoBrain/Editor/NeuroidWindow.cs
@@ -1,300 +1,302 @@
-using UnityEditor;
-using UnityEngine;
-using System.Linq;
-using System.Collections.Generic;
-
-public class NeuroidLayer {
- public int ix = 0;
- public List neuroids = new();
-}
-
-public class GraphEditorWindow : EditorWindow {
- private Nucleus currentNucleus;
- private List allNeuroids;
- private Dictionary neuroidPositions = new();
-
- private List layers = new();
-
- private void OnEnable() {
- EditorApplication.update += EditorUpdate;
- Selection.selectionChanged += OnSelectionChange;
- SelectNeuron();
- }
-
- private void AddToLayer(NeuroidLayer layer, Nucleus nucleus) {
- layer.neuroids.Add(nucleus);
- nucleus.layerIx = layer.ix;
- // Store its position
- Vector2Int neuroidPosition = new(layer.ix, layer.neuroids.Count - 1);
- neuroidPositions[nucleus] = neuroidPosition;
-
- }
-
- 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($"layer {layerIx} nucleus {selectedNucleus.name}");
-
- layerIx++;
- currentLayer = new() { ix = layerIx };
-
- int six = 0;
- // foreach (Synapse synapse in selectedNucleus.synapses.Values) {
- // Debug.Log($"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($"layer {layerIx} nucleus {input.name}");
- }
- six++;
- }
- if (currentLayer.neuroids.Count > 0) {
- this.layers.Add(currentLayer);
- }
- }
-
- private void BuildLayers_old(List neuroids) {
- if (neuroids == null)
- return;
-
- // A temporary list to track what's been added to layers
- this.layers = new();
- HashSet neuronVisited = new();
- int layerIx = 0;
-
- // While there are unvisited neuroid
- while (neuroids.Any(neuroid => !neuronVisited.Contains(neuroid))) {
- // Create the next layer
- NeuroidLayer currentLayer = new() { ix = layerIx };
- int neuroidIx = 0;
-
- foreach (Neuroid neuroid in neuroids) {
- // Skip neurons we already processed
- if (neuronVisited.Contains(neuroid))
- continue;
-
- // if (neuroid.IsStale()) {
- // Debug.Log($"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}" +
- $"\nValue: {neuroid.outputValue}");
- // }
-
- Vector2 mousePosition = Event.current.mousePosition;
-
- // Display tooltip with some offset
- Vector2 tooltipSize = GUI.skin.box.CalcSize(tooltip);
- Rect tooltipRect = new Rect(mousePosition.x + 10, mousePosition.y + 10, tooltipSize.x, tooltipSize.y);
-
- GUI.Box(tooltipRect, tooltip);
- }
-
- private void HandleDiscClicked(Nucleus nucleus) {
- this.currentNucleus = nucleus;
- BuildLayers();
- }
-
- // Update node colors based on selected GameObjects
- private void SelectNeuron() {
- GameObject[] selectedObjects = Selection.gameObjects;
- if (selectedObjects.Length == 0)
- return;
-
- GameObject selectedObject = selectedObjects[0];
- Boid boid = selectedObject.GetComponent();
- if (boid == null)
- return;
-
- // Nucleus neuroid = boid.behaviour;
- // this.currentNucleus = neuroid;
- // if (neuroid == null)
- // this.allNeuroids = new();
- // else
- // this.allNeuroids = neuroid.brain.neuroids;
-
-
- // Debug.Log($"Neuroncount = {this.allNeuroids.Count}");
- // BuildLayers();
- // Debug.Log($"Layercount = {this.layers.Count}");
-
- }
-
- [MenuItem("Window/Neuroid Visualizer")]
- public static void ShowWindow() {
- GetWindow("Neuroid Visualizer");
- }
-}
+/*
+using UnityEditor;
+using UnityEngine;
+using System.Linq;
+using System.Collections.Generic;
+
+public class NeuroidLayer {
+ public int ix = 0;
+ public List neuroids = new();
+}
+
+public class GraphEditorWindow : EditorWindow {
+ private Nucleus currentNucleus;
+ private List allNeuroids;
+ private Dictionary neuroidPositions = new();
+
+ private List layers = new();
+
+ private void OnEnable() {
+ EditorApplication.update += EditorUpdate;
+ Selection.selectionChanged += OnSelectionChange;
+ SelectNeuron();
+ }
+
+ private void AddToLayer(NeuroidLayer layer, Nucleus nucleus) {
+ layer.neuroids.Add(nucleus);
+ nucleus.layerIx = layer.ix;
+ // Store its position
+ Vector2Int neuroidPosition = new(layer.ix, layer.neuroids.Count - 1);
+ neuroidPositions[nucleus] = neuroidPosition;
+
+ }
+
+ private void BuildLayers() {
+ // A temporary list to track what's been added to layers
+ this.layers = new();
+ int layerIx = 0;
+
+ Nucleus selectedNucleus = this.currentNucleus;
+ if (selectedNucleus == null)
+ return;
+ NeuroidLayer currentLayer = new() { ix = layerIx };
+
+ //foreach (Nucleus outputNeuroid in selectedNucleus.receivers) {
+ foreach (Receiver receiver in selectedNucleus.receivers) {
+ Nucleus outputNeuroid = receiver.nucleus;
+ if (outputNeuroid != null) {
+ AddToLayer(currentLayer, outputNeuroid);
+ Debug.Log($"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($"layer {layerIx} nucleus {selectedNucleus.name}");
+
+ layerIx++;
+ currentLayer = new() { ix = layerIx };
+
+ int six = 0;
+ // foreach (Synapse synapse in selectedNucleus.synapses.Values) {
+ // Debug.Log($"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($"layer {layerIx} nucleus {input.name}");
+ }
+ six++;
+ }
+ if (currentLayer.neuroids.Count > 0) {
+ this.layers.Add(currentLayer);
+ }
+ }
+
+ private void BuildLayers_old(List neuroids) {
+ if (neuroids == null)
+ return;
+
+ // A temporary list to track what's been added to layers
+ this.layers = new();
+ HashSet neuronVisited = new();
+ int layerIx = 0;
+
+ // While there are unvisited neuroid
+ while (neuroids.Any(neuroid => !neuronVisited.Contains(neuroid))) {
+ // Create the next layer
+ NeuroidLayer currentLayer = new() { ix = layerIx };
+ int neuroidIx = 0;
+
+ foreach (Neuroid neuroid in neuroids) {
+ // Skip neurons we already processed
+ if (neuronVisited.Contains(neuroid))
+ continue;
+
+ // if (neuroid.IsStale()) {
+ // Debug.Log($"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}" +
+ $"\nValue: {neuroid.outputValue}");
+ // }
+
+ Vector2 mousePosition = Event.current.mousePosition;
+
+ // Display tooltip with some offset
+ Vector2 tooltipSize = GUI.skin.box.CalcSize(tooltip);
+ Rect tooltipRect = new Rect(mousePosition.x + 10, mousePosition.y + 10, tooltipSize.x, tooltipSize.y);
+
+ GUI.Box(tooltipRect, tooltip);
+ }
+
+ private void HandleDiscClicked(Nucleus nucleus) {
+ this.currentNucleus = nucleus;
+ BuildLayers();
+ }
+
+ // Update node colors based on selected GameObjects
+ private void SelectNeuron() {
+ GameObject[] selectedObjects = Selection.gameObjects;
+ if (selectedObjects.Length == 0)
+ return;
+
+ GameObject selectedObject = selectedObjects[0];
+ Boid boid = selectedObject.GetComponent();
+ if (boid == null)
+ return;
+
+ // Nucleus neuroid = boid.behaviour;
+ // this.currentNucleus = neuroid;
+ // if (neuroid == null)
+ // this.allNeuroids = new();
+ // else
+ // this.allNeuroids = neuroid.brain.neuroids;
+
+
+ // Debug.Log($"Neuroncount = {this.allNeuroids.Count}");
+ // BuildLayers();
+ // Debug.Log($"Layercount = {this.layers.Count}");
+
+ }
+
+ [MenuItem("Window/Neuroid Visualizer")]
+ public static void ShowWindow() {
+ GetWindow("Neuroid Visualizer");
+ }
+}
+*/
\ No newline at end of file
diff --git a/Assets/NanoBrain/INucleus.cs b/Assets/NanoBrain/INucleus.cs
new file mode 100644
index 0000000..757f8ef
--- /dev/null
+++ b/Assets/NanoBrain/INucleus.cs
@@ -0,0 +1,32 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+public interface INucleus {
+
+ #region static struct
+
+ public string name { get; set; }
+
+ // Cluster
+ public Cluster cluster { get; }
+
+ // Receivers
+ public List receivers { get; }
+ public void AddReceiver(INucleus receiver);
+ public void RemoveReceiver(INucleus receiverNucleus);
+
+ // Senders
+ public List synapses { get; }
+
+ #endregion static struct
+
+ #region dynamic state
+
+ public bool isSleeping { get; }
+
+ public Vector3 outputValue { get; }
+
+ public void UpdateState();
+
+ #endregion dynamic state
+}
\ No newline at end of file
diff --git a/Assets/NanoBrain/INucleus.cs.meta b/Assets/NanoBrain/INucleus.cs.meta
new file mode 100644
index 0000000..aed95bb
--- /dev/null
+++ b/Assets/NanoBrain/INucleus.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 6a8a0e8965cea660abff254cab8a4723
\ No newline at end of file
diff --git a/Assets/NanoBrain/Neuroid.cs b/Assets/NanoBrain/Neuroid.cs
index 0f9894a..cd534e0 100644
--- a/Assets/NanoBrain/Neuroid.cs
+++ b/Assets/NanoBrain/Neuroid.cs
@@ -1,112 +1,112 @@
-using UnityEngine;
-
-[System.Serializable]
-public class Neuroid : Nucleus {
- 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;
-
- public AnimationCurve GenerateCurve() {
- switch (this.curvePreset) {
- case CurvePresets.Linear:
- this.curveMax = 1;
- return Synapse.Presets.Linear(1);
- case CurvePresets.Power:
- this.curveMax = 1;
- return Synapse.Presets.Power(2.0f, 1);
- case CurvePresets.Sqrt:
- this.curveMax = 1;
- return Synapse.Presets.Power(0.5f, 1);
- case CurvePresets.Reciprocal:
- this.curveMax = 1 / 0.01f * 1;
- return Synapse.Presets.Reciprocal(1);
- default:
- this.curveMax = 1;
- return this.curve;
- }
- }
-
- public bool average = false;
- public bool inverse = false;
- public float exponent = 1.0f;
-
-
- public Neuroid(NanoBrain brain, string name) : base(name) {
- this.brain = brain;
- if (this.brain != null) {
- this.brain.nuclei.Add(this);
- }
- else
- Debug.LogError("No neuroid network");
- }
-
- public Neuroid(string name) : base(name) { }
-
- public void SetWeight(Neuroid input, float weight) {
- this.SetWeight((Nucleus)input, weight);
- }
-
- public void SetInput(Neuroid input) {
- if (this.SynapseExists(input) == false)
- this.SetWeight(input, 1.0f);
- UpdateState();
- }
-
- public void SetInput(Neuroid input, float weight) {
- this.SetWeight(input, weight);
- UpdateState();
- }
-
- public override void UpdateState() {
- Vector3 sum = Vector3.zero;
- int n = 0;
-
- //Applying the weight factgors
- foreach (Synapse synapse in this.synapses) {
- sum += synapse.weight * synapse.nucleus.outputValue;
- if (synapse.nucleus.outputValue.sqrMagnitude != 0)
- n++;
- }
- if (average)
- sum /= n;
-
- // Activation function
- Vector3 result;
- switch (this.curvePreset) {
- case CurvePresets.Linear:
- result = sum;
- break;
- case CurvePresets.Sqrt:
- result = sum.normalized * System.MathF.Sqrt(sum.magnitude);
- break;
- case CurvePresets.Power:
- result = sum.normalized * System.MathF.Pow(sum.magnitude, 2);
- break;
- case CurvePresets.Reciprocal:
- result = sum.normalized * (1 / sum.magnitude);
- break;
- default:
- float activatedValue = this.curve.Evaluate(sum.magnitude);
- result = sum.normalized * activatedValue;
- break;
- }
- UpdateResult(result);
- }
-
-}
-
+using UnityEngine;
+
+[System.Serializable]
+public class Neuroid : Nucleus {
+ 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;
+
+ public AnimationCurve GenerateCurve() {
+ switch (this.curvePreset) {
+ case CurvePresets.Linear:
+ this.curveMax = 1;
+ return Synapse.Presets.Linear(1);
+ case CurvePresets.Power:
+ this.curveMax = 1;
+ return Synapse.Presets.Power(2.0f, 1);
+ case CurvePresets.Sqrt:
+ this.curveMax = 1;
+ return Synapse.Presets.Power(0.5f, 1);
+ case CurvePresets.Reciprocal:
+ this.curveMax = 1 / 0.01f * 1;
+ return Synapse.Presets.Reciprocal(1);
+ default:
+ this.curveMax = 1;
+ return this.curve;
+ }
+ }
+
+ public bool average = false;
+ public bool inverse = false;
+ public float exponent = 1.0f;
+
+
+ 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 void SetWeight(Neuroid input, float weight) {
+ this.SetWeight((Nucleus)input, weight);
+ }
+
+ public void SetInput(Neuroid input) {
+ if (this.SynapseExists(input) == false)
+ this.SetWeight(input, 1.0f);
+ UpdateState();
+ }
+
+ public void SetInput(Neuroid input, float weight) {
+ this.SetWeight(input, weight);
+ UpdateState();
+ }
+
+ public override void UpdateState() {
+ Vector3 sum = Vector3.zero;
+ int n = 0;
+
+ //Applying the weight factgors
+ foreach (Synapse synapse in this.synapses) {
+ sum += synapse.weight * synapse.nucleus.outputValue;
+ if (synapse.nucleus.outputValue.sqrMagnitude != 0)
+ n++;
+ }
+ if (average)
+ sum /= n;
+
+ // Activation function
+ Vector3 result;
+ switch (this.curvePreset) {
+ case CurvePresets.Linear:
+ result = sum;
+ break;
+ case CurvePresets.Sqrt:
+ result = sum.normalized * System.MathF.Sqrt(sum.magnitude);
+ break;
+ case CurvePresets.Power:
+ result = sum.normalized * System.MathF.Pow(sum.magnitude, 2);
+ break;
+ case CurvePresets.Reciprocal:
+ result = sum.normalized * (1 / sum.magnitude);
+ break;
+ default:
+ float activatedValue = this.curve.Evaluate(sum.magnitude);
+ result = sum.normalized * activatedValue;
+ break;
+ }
+ UpdateResult(result);
+ }
+
+}
+
diff --git a/Assets/NanoBrain/Nucleus.cs b/Assets/NanoBrain/Nucleus.cs
index 62e4481..79c05cb 100644
--- a/Assets/NanoBrain/Nucleus.cs
+++ b/Assets/NanoBrain/Nucleus.cs
@@ -1,304 +1,306 @@
-using System;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEditor;
-using LinearAlgebra;
-
-[System.Serializable]
-public class Nucleus {
-
- public int id; // hash code
-
- [SerializeField]
- protected string _name;
- public virtual string name {
- get => _name;
- set => _name = value;
- }
-
- [SerializeField]
- public List synapses = new();
- [SerializeField]
- public List receivers = new();
-
- #region Serialization
-
- [SerializeField]
- protected string nucleusType;
-
- public virtual void Rebuild(NanoBrain brain) {
- if (this.synapses != null) {
- foreach (Synapse synapse in synapses)
- synapse.Rebuild(brain);
- }
- if (this.receivers == null)
- this.receivers = new();
- else {
- foreach (Receiver receiver in receivers.ToArray()) {
- if (receiver.Rebuild(brain) == false) {
- Debug.Log("Rebuilding failed, removing receiver.");
- receivers.Remove(receiver);
- }
- }
- }
- }
-
- public static Nucleus RebuildType(NanoBrain brain, Nucleus nucleus) {
- if (string.IsNullOrEmpty(nucleus.nucleusType) == false) {
- Type nucleusType = Type.GetType(nucleus.nucleusType);
- if (nucleusType != null) {
- object[] args = new object[] { brain, nucleus.name };
- Nucleus rebuiltNucleus = (Nucleus)Activator.CreateInstance(nucleusType, args);
- rebuiltNucleus.Deserialize(nucleus);
- return rebuiltNucleus;
- }
- }
- return nucleus;
- }
-
- public virtual void Deserialize(Nucleus nucleus) { }
-
- #endregion Serialization
-
- #region Runtime state (not serialized)
-
- public NanoBrain brain { get; set; }
-
- private Vector3 _outputValue;
- public Vector3 outputValue
- {
- get { return _outputValue; }
- set {
- this.stale = 0;
- this.isSleeping = false;
- _outputValue = value;
- }
- }
-
- [System.NonSerialized]
- private int stale = 1000;
-
- public bool isSleeping = false;
- public void IncreaseAge() {
- this.stale++;
- this.isSleeping = this.stale > 2;
- if (isSleeping)
- _outputValue = Vector3.zero;
- }
- [System.NonSerialized]
- public int layerIx;
-
- #endregion Runtime state
-
- public Nucleus(string name) {
- this._name = name;
- this.id = this.GetHashCode();
- }
-
- public virtual void AddReceiver(Nucleus receiver) {
- this.receivers.Add(new Receiver(receiver));
- receiver.SetWeight(this, 1.0f);
- }
-
- public void RemoveReceiver(Nucleus receiverNucleus) {
- this.receivers.RemoveAll(receiver => receiver.nucleus == receiverNucleus);
- receiverNucleus.synapses.RemoveAll(synapse => synapse.nucleus == this);
- }
-
- public static void Delete(Nucleus nucleus) {
- foreach (Synapse synapse in nucleus.synapses) {
- if (synapse.nucleus.receivers.Count > 1) {
- // there is another nucleus feeding into this input nucleus
- synapse.nucleus.receivers.RemoveAll(r => r.nucleus == nucleus);
- }
- else {
- // No other links, delete it.
- Nucleus.Delete(synapse.nucleus);
- }
- }
- foreach (Receiver receiver in nucleus.receivers) {
- if (receiver.nucleus != null && receiver.nucleus.synapses != null)
- receiver.nucleus.synapses.RemoveAll(s => s.nucleus == nucleus);
- }
-
- if (nucleus.brain != null) {
- nucleus.brain.nuclei.RemoveAll(n => n == nucleus);
- nucleus.brain.GarbageCollection();
- }
- }
-
- public void GetInputFrom(Nucleus input, float weight = 1.0f) {
- input.AddReceiver(this);
- this.SetWeight(input, weight);
- }
-
- public bool SynapseExists(Nucleus nucleus) {
- foreach (Synapse synapse in synapses) {
- if (synapse.nucleus == nucleus)
- return true;
- }
- return false;
- }
-
- public void SetWeight(Nucleus nucleus, float weight) {
- foreach (Synapse synapse in synapses) {
- if (synapse.nucleus == nucleus) {
- synapse.weight = weight;
- return;
- }
- }
- Synapse newSynapse = new(nucleus, weight);
- synapses.Add(newSynapse);
- }
-
- public virtual void UpdateState() { }
-
- public void UpdateResult(Vector3 result) {
- // float d = Vector3.Distance(result, this.outputValue);
- // if (d < 0.5f) {
- // //Debug.Log($"insignificant update: {d}");
- // return;
- // }
-
- this.outputValue = result;
- foreach (Receiver receiver in this.receivers)
- receiver.nucleus.UpdateState();
-
- }
-}
-
-[System.Serializable]
-public class Synapse {
- [System.NonSerialized]
- public Nucleus nucleus;
- public int nucleusId;
- public float weight;
-
- public enum CurvePresets {
- Linear,
- Power,
- Sqrt,
- Reciprocal,
- Custom
- }
- // public CurvePresets curvePreset;
- // public AnimationCurve curve;
- public float curveMax = 1.0f;
-
- public Synapse(Nucleus nucleus, float weight) {
- this.nucleus = nucleus;
- this.nucleusId = nucleus.id;
- this.weight = weight;
- }
-
- public void Rebuild(NanoBrain brain) {
- if (brain == null) {
- return;
- }
-
- foreach (Nucleus nucleus in brain.nuclei) {
- if (nucleus.id == this.nucleusId) {
- this.nucleus = nucleus;
- return;
- }
- }
- foreach (Perceptoid perceptoid in brain.perceptei) {
- if (perceptoid.id == this.nucleusId) {
- this.nucleus = perceptoid;
- return;
- }
- }
- Debug.LogError($"Synapse deserialization error: could not find nucleus with id {this.nucleusId}");
- }
-
- // public AnimationCurve GenerateCurve() {
- // switch (this.curvePreset) {
- // case CurvePresets.Linear:
- // this.curveMax = this.weight;
- // return Presets.Linear(this.weight);
- // case CurvePresets.Power:
- // this.curveMax = this.weight;
- // return Presets.Power(2.0f, this.weight);
- // case CurvePresets.Sqrt:
- // this.curveMax = this.weight;
- // return Presets.Power(0.5f, this.weight);
- // case CurvePresets.Reciprocal:
- // this.curveMax = 1 / 0.01f * this.weight;
- // return Presets.Reciprocal(this.weight);
- // default:
- // this.curveMax = weight;
- // return AnimationCurve.Constant(0, 1, weight);
- // }
- // }
-
- public static class Presets {
- private const int samples = 32;
- public static AnimationCurve Linear(float weight) {
- return AnimationCurve.Linear(0f, 0f, 1000f, weight * 1000);
- }
- public static AnimationCurve Power(float exponent, float weight) {
- // build keyframes
- Keyframe[] keys = new Keyframe[samples];
- for (int i = 0; i < samples; i++) {
- float t = i / (float)(samples - 1);
- float v = Mathf.Pow(t, exponent) * weight;
- keys[i] = new Keyframe(t, v);
- }
-
- AnimationCurve curve = new(keys);
-
- // set tangent modes for each key to Auto (smooth). Use Linear if you prefer straight segments.
- for (int i = 0; i < curve.length; i++) {
- AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Auto);
- AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Auto);
- }
-
- return curve;
- }
- public static AnimationCurve Reciprocal(float weight) {
- int samples = 128;
- float xMin = 0.001f;
- float xMax = 1;
- var keys = new Keyframe[samples];
- for (int i = 0; i < samples; i++) {
- float t = i / (float)(samples - 1);
- float x = Mathf.Lerp(xMin, xMax, t);
- float y = 1f / x * weight;
- keys[i] = new Keyframe(x, y);
- }
- var curve = new AnimationCurve(keys);
- for (int i = 0; i < curve.length; i++) {
- AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
- AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
- }
- return curve;
- }
- }
-}
-
-[System.Serializable]
-public class Receiver {
- [System.NonSerialized]
- public Nucleus nucleus;
- public int nucleusId;
-
- public Receiver(Nucleus nucleus) {
- this.nucleus = nucleus;
- this.nucleusId = nucleus.id;
- }
-
- public bool Rebuild(NanoBrain brain) {
- if (brain == null) {
- return false;
- }
-
- foreach (Nucleus nucleus in brain.nuclei) {
- if (nucleus.id == this.nucleusId) {
- this.nucleus = nucleus;
- return true;
- }
- }
- Debug.LogWarning($"Receiver deserialization error: could not find nucleus with id {this.nucleusId}");
- return false;
- }
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEditor;
+
+[Serializable]
+public class Nucleus : INucleus {
+
+ public int id; // hash code
+
+ [SerializeField]
+ protected string _name;
+ public virtual string name {
+ get => _name;
+ set => _name = value;
+ }
+
+ [SerializeField]
+ private List _synapses = new();
+ public List synapses => _synapses;
+
+ [SerializeField]
+ private List _receivers = new();
+ public List receivers => _receivers;
+
+ #region Serialization
+
+ [SerializeField]
+ protected string nucleusType;
+
+ public virtual void Rebuild(NanoBrain brain) {
+ if (this.synapses != null) {
+ foreach (Synapse synapse in synapses)
+ synapse.Rebuild(brain);
+ }
+ foreach (Receiver receiver in receivers.ToArray()) {
+ if (receiver.Rebuild(brain) == false) {
+ Debug.Log("Rebuilding failed, removing receiver.");
+ receivers.Remove(receiver);
+ }
+ }
+ }
+
+ public static Nucleus RebuildType(NanoBrain brain, Nucleus nucleus) {
+ if (string.IsNullOrEmpty(nucleus.nucleusType) == false) {
+ Type nucleusType = Type.GetType(nucleus.nucleusType);
+ if (nucleusType != null) {
+ object[] args = new object[] { brain, nucleus.name };
+ Nucleus rebuiltNucleus = (Nucleus)Activator.CreateInstance(nucleusType, args);
+ rebuiltNucleus.Deserialize(nucleus);
+ return rebuiltNucleus;
+ }
+ }
+ return nucleus;
+ }
+
+ public virtual void Deserialize(Nucleus nucleus) { }
+
+ #endregion Serialization
+
+ #region Runtime state (not serialized)
+
+ public Cluster cluster { get; set; }
+
+ private Vector3 _outputValue;
+ public Vector3 outputValue
+ {
+ get { return _outputValue; }
+ set {
+ this.stale = 0;
+ this._isSleeping = false;
+ _outputValue = value;
+ }
+ }
+
+ [System.NonSerialized]
+ private int stale = 1000;
+
+ private bool _isSleeping = false;
+ public bool isSleeping => _isSleeping;
+
+ public void IncreaseAge() {
+ this.stale++;
+ this._isSleeping = this.stale > 2;
+ if (isSleeping)
+ _outputValue = Vector3.zero;
+ }
+ [System.NonSerialized]
+ public int layerIx;
+
+ #endregion Runtime state
+
+ public Nucleus(string name) {
+ this._name = name;
+ this.id = this.GetHashCode();
+ }
+
+ public virtual void AddReceiver(INucleus receiver) {
+ this.receivers.Add(new Receiver(receiver));
+ //receiver.SetWeight(this, 1.0f);
+ }
+
+ public void RemoveReceiver(INucleus receiverNucleus) {
+ this.receivers.RemoveAll(receiver => receiver.nucleus == receiverNucleus);
+ receiverNucleus.synapses.RemoveAll(synapse => synapse.nucleus == this);
+ }
+
+ public static void Delete(INucleus nucleus) {
+ foreach (Synapse synapse in nucleus.synapses) {
+ if (synapse.nucleus.receivers.Count > 1) {
+ // there is another nucleus feeding into this input nucleus
+ synapse.nucleus.receivers.RemoveAll(r => r.nucleus == nucleus);
+ }
+ else {
+ // No other links, delete it.
+ Nucleus.Delete(synapse.nucleus);
+ }
+ }
+ foreach (Receiver receiver in nucleus.receivers) {
+ if (receiver.nucleus != null && receiver.nucleus.synapses != null)
+ receiver.nucleus.synapses.RemoveAll(s => s.nucleus == nucleus);
+ }
+
+ if (nucleus.cluster != null) {
+ nucleus.cluster.nuclei.RemoveAll(n => n == nucleus);
+ nucleus.cluster.GarbageCollection();
+ }
+ }
+
+ public void GetInputFrom(Nucleus input, float weight = 1.0f) {
+ input.AddReceiver(this);
+ this.SetWeight(input, weight);
+ }
+
+ public bool SynapseExists(Nucleus nucleus) {
+ foreach (Synapse synapse in synapses) {
+ if (synapse.nucleus == nucleus)
+ return true;
+ }
+ return false;
+ }
+
+ public void SetWeight(Nucleus nucleus, float weight) {
+ foreach (Synapse synapse in synapses) {
+ if (synapse.nucleus == nucleus) {
+ synapse.weight = weight;
+ return;
+ }
+ }
+ Synapse newSynapse = new(nucleus, weight);
+ synapses.Add(newSynapse);
+ }
+
+ public virtual void UpdateState() { }
+
+ public void UpdateResult(Vector3 result) {
+ // float d = Vector3.Distance(result, this.outputValue);
+ // if (d < 0.5f) {
+ // //Debug.Log($"insignificant update: {d}");
+ // return;
+ // }
+
+ this.outputValue = result;
+ foreach (Receiver receiver in this.receivers)
+ receiver.nucleus.UpdateState();
+
+ }
+}
+
+[System.Serializable]
+public class Synapse {
+ [System.NonSerialized]
+ public INucleus nucleus;
+ public NanoBrain cluster;
+ public int nucleusId;
+ public float weight;
+
+ public enum CurvePresets {
+ Linear,
+ Power,
+ Sqrt,
+ Reciprocal,
+ Custom
+ }
+ // public CurvePresets curvePreset;
+ // public AnimationCurve curve;
+ public float curveMax = 1.0f;
+
+ public Synapse(Nucleus nucleus, float weight) {
+ this.nucleus = nucleus;
+ this.nucleusId = nucleus.id;
+ this.weight = weight;
+ }
+
+ public void Rebuild(NanoBrain brain) {
+ if (brain == null) {
+ return;
+ }
+
+ foreach (Nucleus nucleus in brain.nuclei) {
+ if (nucleus.id == this.nucleusId) {
+ this.nucleus = nucleus;
+ return;
+ }
+ }
+ foreach (Perceptoid perceptoid in brain.perceptei) {
+ if (perceptoid.id == this.nucleusId) {
+ this.nucleus = perceptoid;
+ return;
+ }
+ }
+ Debug.LogError($"Synapse deserialization error: could not find nucleus with id {this.nucleusId}");
+ }
+
+ // public AnimationCurve GenerateCurve() {
+ // switch (this.curvePreset) {
+ // case CurvePresets.Linear:
+ // this.curveMax = this.weight;
+ // return Presets.Linear(this.weight);
+ // case CurvePresets.Power:
+ // this.curveMax = this.weight;
+ // return Presets.Power(2.0f, this.weight);
+ // case CurvePresets.Sqrt:
+ // this.curveMax = this.weight;
+ // return Presets.Power(0.5f, this.weight);
+ // case CurvePresets.Reciprocal:
+ // this.curveMax = 1 / 0.01f * this.weight;
+ // return Presets.Reciprocal(this.weight);
+ // default:
+ // this.curveMax = weight;
+ // return AnimationCurve.Constant(0, 1, weight);
+ // }
+ // }
+
+ public static class Presets {
+ private const int samples = 32;
+ public static AnimationCurve Linear(float weight) {
+ return AnimationCurve.Linear(0f, 0f, 1000f, weight * 1000);
+ }
+ public static AnimationCurve Power(float exponent, float weight) {
+ // build keyframes
+ Keyframe[] keys = new Keyframe[samples];
+ for (int i = 0; i < samples; i++) {
+ float t = i / (float)(samples - 1);
+ float v = Mathf.Pow(t, exponent) * weight;
+ keys[i] = new Keyframe(t, v);
+ }
+
+ AnimationCurve curve = new(keys);
+
+ // set tangent modes for each key to Auto (smooth). Use Linear if you prefer straight segments.
+ for (int i = 0; i < curve.length; i++) {
+ AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Auto);
+ AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Auto);
+ }
+
+ return curve;
+ }
+ public static AnimationCurve Reciprocal(float weight) {
+ int samples = 128;
+ float xMin = 0.001f;
+ float xMax = 1;
+ var keys = new Keyframe[samples];
+ for (int i = 0; i < samples; i++) {
+ float t = i / (float)(samples - 1);
+ float x = Mathf.Lerp(xMin, xMax, t);
+ float y = 1f / x * weight;
+ keys[i] = new Keyframe(x, y);
+ }
+ var curve = new AnimationCurve(keys);
+ for (int i = 0; i < curve.length; i++) {
+ AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
+ AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
+ }
+ return curve;
+ }
+ }
+}
+
+[Serializable]
+public class Receiver {
+ [NonSerialized]
+ public INucleus nucleus;
+ //public int nucleusId;
+
+ public Receiver(INucleus nucleus) {
+ this.nucleus = nucleus;
+ //this.nucleusId = nucleus.id;
+ }
+
+ public bool Rebuild(NanoBrain brain) {
+ if (brain == null) {
+ return false;
+ }
+
+ // Use SerializedReference instead?
+ // foreach (Nucleus nucleus in brain.nuclei) {
+ // if (nucleus.id == this.nucleusId) {
+ // this.nucleus = nucleus;
+ // return true;
+ // }
+ // }
+ //Debug.LogWarning($"Receiver deserialization error: could not find nucleus with id {this.nucleusId}");
+ return false;
+ }
}
\ No newline at end of file
diff --git a/Assets/NanoBrain/Perceptoid.cs b/Assets/NanoBrain/Perceptoid.cs
index 3f1d0b1..85f0bc1 100644
--- a/Assets/NanoBrain/Perceptoid.cs
+++ b/Assets/NanoBrain/Perceptoid.cs
@@ -1,98 +1,103 @@
-using UnityEngine;
-
-[System.Serializable]
-public class Perceptoid : Neuroid {
- // A neuroid which has no neurons as input
- // But receives value from a receptor
- 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 (Receiver receiver in nucleus.receivers) {
- foreach (Synapse synapse in receiver.nucleus.synapses) {
- if (synapse.nucleus == nucleus)
- synapse.nucleus = this;
- }
- }
- // Point all synapses to this perceptoid instead of the default nucleus
- foreach (Synapse synapse in nucleus.synapses) {
- foreach (Receiver receiver in synapse.nucleus.receivers) {
- if (receiver.nucleus == nucleus)
- receiver.nucleus = this;
- }
- }
- // 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;
- if (this.brain != null) {
- this.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;
- 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);
- }
-
-}
+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 (Receiver receiver in nucleus.receivers) {
+ foreach (Synapse synapse in receiver.nucleus.synapses) {
+ if (synapse.nucleus == nucleus)
+ synapse.nucleus = this;
+ }
+ }
+ // Point all synapses to this perceptoid instead of the default nucleus
+ foreach (Synapse synapse in nucleus.synapses) {
+ foreach (Receiver receiver in synapse.nucleus.receivers) {
+ if (receiver.nucleus == nucleus)
+ receiver.nucleus = this;
+ }
+ }
+ // 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);
+ }
+
+}
diff --git a/Assets/NanoBrain/Receptor.cs b/Assets/NanoBrain/Receptor.cs
index 3e63760..ed8ba96 100644
--- a/Assets/NanoBrain/Receptor.cs
+++ b/Assets/NanoBrain/Receptor.cs
@@ -1,82 +1,82 @@
-using System.Collections.Generic;
-using UnityEngine;
-using LinearAlgebra;
-
-public class Receptor {
- ///
- /// The list of perceptoid which can process stimuli from this receptor
- ///
- public List perceptei = new();
-
- private int _thingType = 0;
- public int thingType {
- get { return _thingType; }
- set {
- _thingType = value;
- foreach (Perceptoid perceptoid in perceptei) {
- perceptoid.thingType = _thingType;
- }
- }
- }
- public Vector3 localPosition;
- public float distanceResolution = 0.1f;
- public float directionResolution = 5;
-
- public Receptor(NanoBrain brain, int thingType) {
- this.thingType = thingType;
- //this.perceptei.Add(perceptoid);
- brain.receptors.Add(this);
- }
-
- public static Receptor GetReceptor(NanoBrain brain, int thingType) {
- foreach (Receptor receptor in brain.receptors) {
- if (thingType == 0 || receptor.thingType == thingType)
- return receptor;
- }
- Receptor newReceptor = new(brain, thingType);
- return newReceptor;
- }
-
- public virtual void ProcessStimulus(int thingId, Vector3 newLocalPositionVector, string thingName = null) {
- this.localPosition = newLocalPositionVector;
-
- Perceptoid selectedPerceptoid = null;
- foreach (Perceptoid perceptoid in this.perceptei) {
- if (perceptoid.thingId == thingId) {
- // We found an existing perceptoid for this thing
- selectedPerceptoid = perceptoid;
- // Do not look any further
-
- break;
- }
- else if (perceptoid.isSleeping) {
- // A sleeping perceptoid is not active and can therefore always be reused
- selectedPerceptoid = perceptoid;
- // Look further because we could find a existing perceptoid for this thing
- }
-
- else if (selectedPerceptoid == null) {
- // If we haven't found a perceptoid yet, just start by taking the first
- selectedPerceptoid = perceptoid;
- }
-
- else if (selectedPerceptoid.isSleeping == false) {
- // If no existing or sleeping perceptoid is found, we look for the perceptoid
- // we the furthest (least interesting) stimulus
- if (perceptoid.receptor.localPosition.magnitude < selectedPerceptoid.receptor.localPosition.magnitude) {
- Debug.Log($"{selectedPerceptoid.name} {selectedPerceptoid.receptor.localPosition.magnitude} {perceptoid.receptor.localPosition.magnitude} ");
- selectedPerceptoid = perceptoid;
- }
- }
- }
- if (selectedPerceptoid == null) {
- Debug.Log("No perceptoid selected, stimulus is ignored");
- return;
- }
- // Debug.Log($"Stimulus {thingType} {thingId} {selectedPerceptoid.name}");
- selectedPerceptoid.thingId = thingId;
- if (thingName != null)
- selectedPerceptoid.name = selectedPerceptoid.baseName + " " + thingName;
- selectedPerceptoid.UpdateState();
- }
+using System.Collections.Generic;
+using UnityEngine;
+using LinearAlgebra;
+
+public class Receptor {
+ ///
+ /// The list of perceptoid which can process stimuli from this receptor
+ ///
+ public List perceptei = new();
+
+ private int _thingType = 0;
+ public int thingType {
+ get { return _thingType; }
+ set {
+ _thingType = value;
+ foreach (Perceptoid perceptoid in perceptei) {
+ perceptoid.thingType = _thingType;
+ }
+ }
+ }
+ public Vector3 localPosition;
+ public float distanceResolution = 0.1f;
+ public float directionResolution = 5;
+
+ public Receptor(NanoBrain brain, int thingType) {
+ this.thingType = thingType;
+ //this.perceptei.Add(perceptoid);
+ brain.receptors.Add(this);
+ }
+
+ public static Receptor GetReceptor(NanoBrain brain, int thingType) {
+ foreach (Receptor receptor in brain.receptors) {
+ if (thingType == 0 || receptor.thingType == thingType)
+ return receptor;
+ }
+ Receptor newReceptor = new(brain, thingType);
+ return newReceptor;
+ }
+
+ public virtual void ProcessStimulus(int thingId, Vector3 newLocalPositionVector, string thingName = null) {
+ this.localPosition = newLocalPositionVector;
+
+ Perceptoid selectedPerceptoid = null;
+ foreach (Perceptoid perceptoid in this.perceptei) {
+ if (perceptoid.thingId == thingId) {
+ // We found an existing perceptoid for this thing
+ selectedPerceptoid = perceptoid;
+ // Do not look any further
+
+ break;
+ }
+ else if (perceptoid.isSleeping) {
+ // A sleeping perceptoid is not active and can therefore always be reused
+ selectedPerceptoid = perceptoid;
+ // Look further because we could find a existing perceptoid for this thing
+ }
+
+ else if (selectedPerceptoid == null) {
+ // If we haven't found a perceptoid yet, just start by taking the first
+ selectedPerceptoid = perceptoid;
+ }
+
+ else if (selectedPerceptoid.isSleeping == false) {
+ // If no existing or sleeping perceptoid is found, we look for the perceptoid
+ // we the furthest (least interesting) stimulus
+ if (perceptoid.receptor.localPosition.magnitude < selectedPerceptoid.receptor.localPosition.magnitude) {
+ Debug.Log($"{selectedPerceptoid.name} {selectedPerceptoid.receptor.localPosition.magnitude} {perceptoid.receptor.localPosition.magnitude} ");
+ selectedPerceptoid = perceptoid;
+ }
+ }
+ }
+ if (selectedPerceptoid == null) {
+ Debug.Log("No perceptoid selected, stimulus is ignored");
+ return;
+ }
+ // Debug.Log($"Stimulus {thingType} {thingId} {selectedPerceptoid.name}");
+ selectedPerceptoid.thingId = thingId;
+ if (thingName != null)
+ selectedPerceptoid.name = selectedPerceptoid.baseName + " " + thingName;
+ selectedPerceptoid.UpdateState();
+ }
}
\ No newline at end of file
diff --git a/Assets/NanoBrain/VisualEditor/Editor/BrainPickerWindow.cs b/Assets/NanoBrain/VisualEditor/Editor/BrainPickerWindow.cs
new file mode 100644
index 0000000..d80c282
--- /dev/null
+++ b/Assets/NanoBrain/VisualEditor/Editor/BrainPickerWindow.cs
@@ -0,0 +1,72 @@
+using UnityEditor;
+using UnityEngine;
+using System;
+using System.Linq;
+
+public class BrainPickerWindow : EditorWindow
+{
+ private Vector2 scroll;
+ private NanoBrain[] items = new NanoBrain[0];
+ private Action onPicked;
+ private string search = "";
+
+ public static void ShowPicker(Action onPicked, string title = "Select NanoBrain")
+ {
+ var w = CreateInstance();
+ 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:NanoBrain");
+ items = guids
+ .Select(g => AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(g)))
+ .Where(b => b != null)
+ .OrderBy(b => b.name)
+ .ToArray();
+ }
+
+ private void OnGUI()
+ {
+ EditorGUILayout.Space();
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.LabelField("Choose NanoBrain:", 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(NanoBrain)), 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();
+ }
+}
diff --git a/Assets/NanoBrain/VisualEditor/Editor/BrainPickerWindow.cs.meta b/Assets/NanoBrain/VisualEditor/Editor/BrainPickerWindow.cs.meta
new file mode 100644
index 0000000..b2de114
--- /dev/null
+++ b/Assets/NanoBrain/VisualEditor/Editor/BrainPickerWindow.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 9197e2d322d23b5798ab4aef729815b0
\ No newline at end of file
diff --git a/Assets/NanoBrain/VisualEditor/Editor/ClusterInspector.cs b/Assets/NanoBrain/VisualEditor/Editor/ClusterInspector.cs
new file mode 100644
index 0000000..e078ad1
--- /dev/null
+++ b/Assets/NanoBrain/VisualEditor/Editor/ClusterInspector.cs
@@ -0,0 +1,633 @@
+using System.Collections.Generic;
+using System.Linq;
+using UnityEditor;
+
+using UnityEngine;
+using UnityEngine.UIElements;
+
+[CustomEditor(typeof(Cluster))]
+public class ClusterInspector : Editor {
+ protected static VisualElement mainContainer;
+ protected static VisualElement inspectorContainer;
+
+ protected bool breakOnWake = false;
+
+ #region Start
+
+ public override VisualElement CreateInspectorGUI() {
+ Cluster cluster = target as Cluster;
+
+ 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("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(evt => {
+ UpdateLayout(evt.newRect.width);
+ });
+
+ if (cluster != null)
+ graph.SetGraph(null, cluster, cluster.output, inspectorContainer);
+ else
+ Debug.LogWarning(" No brain!");
+
+ serializedObject.ApplyModifiedProperties();
+ return root;
+ }
+
+ public class GraphView : VisualElement {
+ Cluster brain;
+ SerializedObject serializedBrain;
+ INucleus currentNucleus;
+ GameObject gameObject;
+ private List layers = new();
+ private readonly Dictionary neuroidPositions = new();
+
+ 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(OnWheel);
+ RegisterCallback(OnMouseDown);
+ RegisterCallback(OnMouseMove);
+ RegisterCallback(OnMouseUp);
+ }
+
+ public void SetGraph(GameObject gameObject, Cluster 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().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 (Receiver receiver in selectedNucleus.receivers) {
+ INucleus 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($"layer {layerIx} nucleus {selectedNucleus.name}");
+
+ layerIx++;
+ currentLayer = new() { ix = layerIx };
+
+ if (selectedNucleus.synapses != null) {
+ foreach (Synapse synapse in selectedNucleus.synapses) {
+ INucleus input = synapse.nucleus;
+ AddToLayer(currentLayer, input);
+ // Debug.Log($"layer {layerIx} nucleus {input.name}");
+ }
+ }
+ if (currentLayer.neuroids.Count > 0) {
+ this.layers.Add(currentLayer);
+ }
+ }
+
+ private void AddToLayer(NeuroidLayer layer, INucleus 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 (Receiver receiver in nucleus.receivers) {
+ 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;
+ foreach (Receiver receiver in nucleus.receivers) {
+ INucleus receiverNucleus = receiver.nucleus;
+ 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 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(INucleus 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(INucleus 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 {
+ tooltip = new(
+ $"{nucleus.name}" +
+ $"\nsynapse count {nucleus.synapses.Count}" +
+ $"\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(INucleus nucleus) {
+ this.currentNucleus = nucleus;
+ 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 (Receiver receiver in nucleus.receivers) {
+ if (receiver.nucleus != null) {
+ this.currentNucleus = receiver.nucleus;
+ 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 synapseNuclei = this.currentNucleus.synapses.Select(synapse => synapse.nucleus.name);
+ //IEnumerable perceptei = this.currentNucleus.brain.perceptei.Select(i => i.name).Except(synapseNuclei);
+ IEnumerable 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);
+ // }
+ Nucleus 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 neuroids = new();
+}
+
+public class ClusterWrapper : ScriptableObject {
+ // expose fields that map to GraphNode
+ //public string title;
+ public Vector2 position;
+ INucleus node;
+ Cluster graph; // needed to write back and mark dirty
+
+ public ClusterWrapper Init(INucleus node, Cluster 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
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/NanoBrain/VisualEditor/Editor/ClusterInspector.cs.meta b/Assets/NanoBrain/VisualEditor/Editor/ClusterInspector.cs.meta
new file mode 100644
index 0000000..a1a18f5
--- /dev/null
+++ b/Assets/NanoBrain/VisualEditor/Editor/ClusterInspector.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 1fc1fb7db9f7ad54a87d31313e7f457d
\ No newline at end of file
diff --git a/Assets/NanoBrain/VisualEditor/Editor/NanoBrainComponent_Editor.cs b/Assets/NanoBrain/VisualEditor/Editor/NanoBrainComponent_Editor.cs
index ae876a8..749b3d5 100644
--- a/Assets/NanoBrain/VisualEditor/Editor/NanoBrainComponent_Editor.cs
+++ b/Assets/NanoBrain/VisualEditor/Editor/NanoBrainComponent_Editor.cs
@@ -1,103 +1,103 @@
-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;
-
- 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;
- NanoBrain 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("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,
- }
- };
- NanoBrainInspector.GraphView board;
- board = new NanoBrainInspector.GraphView();
- board.style.flexGrow = 1;
-
- inspectorContainer = new VisualElement {
- name = "inspector",
- style = {
- width = 400,
- }
- };
-
- mainContainer.Add(board);
- 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(evt => {
- UpdateLayout(evt.newRect.width);
- });
-
- if (brain != null)
- board.SetGraph(component.gameObject, brain, brain.root, inspectorContainer);
- // else
- // Debug.LogWarning(" No brain!");
-
- if (Application.isPlaying == false)
- serializedObject.ApplyModifiedProperties();
- return root;
- }
-
- 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
- }
- }
-
+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;
+
+ 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;
+ NanoBrain 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("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,
+ }
+ };
+ NanoBrainInspector.GraphView board;
+ board = new NanoBrainInspector.GraphView();
+ board.style.flexGrow = 1;
+
+ inspectorContainer = new VisualElement {
+ name = "inspector",
+ style = {
+ width = 400,
+ }
+ };
+
+ mainContainer.Add(board);
+ 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(evt => {
+ UpdateLayout(evt.newRect.width);
+ });
+
+ if (brain != null)
+ board.SetGraph(component.gameObject, brain, brain.output, inspectorContainer);
+ // else
+ // Debug.LogWarning(" No brain!");
+
+ if (Application.isPlaying == false)
+ serializedObject.ApplyModifiedProperties();
+ return root;
+ }
+
+ 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
+ }
+ }
+
}
\ No newline at end of file
diff --git a/Assets/NanoBrain/VisualEditor/Editor/NanoBrainInspector.cs b/Assets/NanoBrain/VisualEditor/Editor/NanoBrainInspector.cs
index 8cd7114..7290c03 100644
--- a/Assets/NanoBrain/VisualEditor/Editor/NanoBrainInspector.cs
+++ b/Assets/NanoBrain/VisualEditor/Editor/NanoBrainInspector.cs
@@ -59,7 +59,7 @@ public class NanoBrainInspector : Editor {
});
if (brain != null)
- graph.SetGraph(null, brain, brain.root, inspectorContainer);
+ graph.SetGraph(null, brain, brain.output, inspectorContainer);
else
Debug.LogWarning(" No brain!");
@@ -70,10 +70,10 @@ public class NanoBrainInspector : Editor {
public class GraphView : VisualElement {
NanoBrain brain;
SerializedObject serializedBrain;
- Nucleus currentNucleus;
+ INucleus currentNucleus;
GameObject gameObject;
private List layers = new();
- private readonly Dictionary neuroidPositions = new();
+ private readonly Dictionary neuroidPositions = new();
Vector2 pan = Vector2.zero;
//float zoom = 1f;
@@ -127,14 +127,14 @@ public class NanoBrainInspector : Editor {
this.layers = new();
int layerIx = 0;
- Nucleus selectedNucleus = this.currentNucleus;
+ INucleus selectedNucleus = this.currentNucleus;
if (selectedNucleus == null)
return;
NeuroidLayer currentLayer = new() { ix = layerIx };
if (selectedNucleus.receivers != null) {
foreach (Receiver receiver in selectedNucleus.receivers) {
- Nucleus outputNeuroid = receiver.nucleus;
+ INucleus outputNeuroid = receiver.nucleus;
if (outputNeuroid != null) {
AddToLayer(currentLayer, outputNeuroid);
// Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}");
@@ -156,7 +156,7 @@ public class NanoBrainInspector : Editor {
if (selectedNucleus.synapses != null) {
foreach (Synapse synapse in selectedNucleus.synapses) {
- Nucleus input = synapse.nucleus;
+ INucleus input = synapse.nucleus;
AddToLayer(currentLayer, input);
// Debug.Log($"layer {layerIx} nucleus {input.name}");
}
@@ -166,11 +166,11 @@ public class NanoBrainInspector : Editor {
}
}
- private void AddToLayer(NeuroidLayer layer, Nucleus nucleus) {
+ private void AddToLayer(NeuroidLayer layer, INucleus nucleus) {
if (nucleus == null)
return;
layer.neuroids.Add(nucleus);
- nucleus.layerIx = layer.ix;
+ //nucleus.layerIx = layer.ix;
// Store its position
Vector2Int neuroidPosition = new(layer.ix, layer.neuroids.Count - 1);
neuroidPositions[nucleus] = neuroidPosition;
@@ -217,7 +217,7 @@ public class NanoBrainInspector : Editor {
DrawNucleus(this.currentNucleus, position, this.currentNucleus.outputValue.magnitude, 20);
}
- private void DrawReceivers(Nucleus nucleus, Vector3 parentPos, float size) {
+ private void DrawReceivers(INucleus nucleus, Vector3 parentPos, float size) {
int nodeCount = nucleus.receivers.Count;
// Determine the maximum value in this layer
@@ -237,7 +237,7 @@ public class NanoBrainInspector : Editor {
int row = 0;
foreach (Receiver receiver in nucleus.receivers) {
- Nucleus receiverNucleus = receiver.nucleus;
+ INucleus receiverNucleus = receiver.nucleus;
if (receiverNucleus == null)
continue;
@@ -250,7 +250,7 @@ public class NanoBrainInspector : Editor {
}
}
- private void DrawSynapses(Nucleus nucleus, Vector3 parentPos, float size) {
+ private void DrawSynapses(INucleus nucleus, Vector3 parentPos, float size) {
int nodeCount = nucleus.synapses.Count;
// Determine the maximum value in this layer
@@ -290,7 +290,7 @@ public class NanoBrainInspector : Editor {
}
}
- private void DrawNucleus(Nucleus nucleus, Vector3 position, float maxValue, float size) {
+ private void DrawNucleus(INucleus nucleus, Vector3 position, float maxValue, float size) {
if (nucleus.isSleeping)
Handles.color = Color.darkRed;
else {
@@ -358,7 +358,7 @@ public class NanoBrainInspector : Editor {
// To do: add HandleClick (see above) to expand the array
}
- private void HandleMouseHover(Nucleus nucleus, Rect rect) {
+ private void HandleMouseHover(INucleus nucleus, Rect rect) {
GUIContent tooltip;
if (nucleus is Perceptoid perceptoid) {
if (perceptoid.receptor != null) {
@@ -391,7 +391,7 @@ public class NanoBrainInspector : Editor {
GUI.Box(tooltipRect, tooltip);
}
- private void HandleClicked(Nucleus nucleus) {
+ private void HandleClicked(INucleus nucleus) {
this.currentNucleus = nucleus;
BuildLayers();
}
@@ -484,6 +484,8 @@ public class NanoBrainInspector : Editor {
AddInputNeuron(this.currentNucleus);
if (GUILayout.Button("Add Input Perceptoid"))
AddPerceptoid(this.currentNucleus);
+ if (GUILayout.Button("Add Input Cluster"))
+ AddCluster(this.currentNucleus);
EditorGUILayout.Space();
@@ -501,18 +503,18 @@ public class NanoBrainInspector : Editor {
inspectorContainer.Add(container);
}
- protected virtual void AddInputNeuron(Nucleus nucleus) {
- Neuroid newNeuroid = new(this.brain, "New neuron");
+ 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(Nucleus nucleus) {
+ protected virtual void DeleteNeuron(INucleus nucleus) {
if (nucleus == null)
return;
- if (nucleus.brain != null)
- this.currentNucleus = nucleus.brain.root;
+ if (nucleus.cluster != null)
+ this.currentNucleus = nucleus.cluster.output;
foreach (Receiver receiver in nucleus.receivers) {
if (receiver.nucleus != null) {
this.currentNucleus = receiver.nucleus;
@@ -523,42 +525,55 @@ public class NanoBrainInspector : Editor {
BuildLayers();
}
- protected virtual void AddPerceptoid(Nucleus nucleus) {
+ protected virtual void AddPerceptoid(INucleus nucleus) {
Perceptoid newPerceptoid = new(this.brain, 0, "New Perceptoid");
newPerceptoid.AddReceiver(nucleus);
this.currentNucleus = newPerceptoid;
BuildLayers();
}
- protected virtual void ConnectNucleus(Nucleus nucleus) {
- if (this.currentNucleus.brain == null)
+ 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 synapseNuclei = this.currentNucleus.synapses.Select(synapse => synapse.nucleus.name);
- IEnumerable perceptei = this.currentNucleus.brain.perceptei.Select(i => i.name).Except(synapseNuclei);
- IEnumerable nuclei = this.currentNucleus.brain.nuclei.Select(i => i.name).Except(synapseNuclei);
- string[] names = perceptei.Concat(nuclei).ToArray();
+ //IEnumerable perceptei = this.currentNucleus.brain.perceptei.Select(i => i.name).Except(synapseNuclei);
+ IEnumerable 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];
+ // 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);
+ // }
+ Nucleus n = this.currentNucleus.cluster.nuclei[selectedIndex];
n.AddReceiver(this.currentNucleus);
- }
- else {
- Nucleus n = this.currentNucleus.brain.nuclei[selectedIndex - perceptei.Count()];
- n.AddReceiver(this.currentNucleus);
- }
}
}
protected virtual void DisconnectNucleus(Nucleus nucleus) {
- if (this.currentNucleus.brain == null)
+ 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.brain.perceptei.Count) {
+ if (selectedIndex >= 0 && selectedIndex < this.currentNucleus.cluster.nuclei.Count) {
Synapse synapse = this.currentNucleus.synapses[selectedIndex];
synapse.nucleus.RemoveReceiver(this.currentNucleus);
}
@@ -586,23 +601,30 @@ public class NanoBrainInspector : Editor {
#endregion Update
}
+/*
+public class NeuroidLayer {
+ public int ix = 0;
+ public List neuroids = new();
+}
+*/
+
public class GraphNodeWrapper : ScriptableObject {
// expose fields that map to GraphNode
- public string title;
+ //public string title;
public Vector2 position;
- Nucleus node;
+ INucleus node;
NanoBrain graph; // needed to write back and mark dirty
- public GraphNodeWrapper Init(Nucleus node, NanoBrain graphAsset) {
+ public GraphNodeWrapper Init(INucleus node, NanoBrain graphAsset) {
this.node = node;
this.graph = graphAsset;
- this.title = " A " + node.name;
+ //this.title = " A " + node.name;
//position = node.position;
return this;
}
void OnValidate() {
if (node != null) {
- node.name = title;
+ //node.name = title;
//node.position = position;
#if UNITY_EDITOR
if (graph != null)
@@ -610,4 +632,4 @@ public class GraphNodeWrapper : ScriptableObject {
#endif
}
}
-}
\ No newline at end of file
+}
diff --git a/Assets/NanoBrain/VisualEditor/NanoBrain.cs b/Assets/NanoBrain/VisualEditor/NanoBrain.cs
index 93e5c00..c581ec6 100644
--- a/Assets/NanoBrain/VisualEditor/NanoBrain.cs
+++ b/Assets/NanoBrain/VisualEditor/NanoBrain.cs
@@ -1,92 +1,95 @@
-using System.Collections.Generic;
-using UnityEngine;
-
-[CreateAssetMenu(menuName = "Passer/NanoBrain")]
-public class NanoBrain : ScriptableObject, ISerializationCallbackReceiver {
-
- public string title;
- public int count;
- public Color color = Color.white;
- public Texture2D texture;
-
- public List nuclei = new();
- public List perceptei = new();
- public List receptors = new();
-
- // This is probably always the first element in the nuclei list...
- [System.NonSerialized]
- public Nucleus root;
- public int rootId;
-
- public NanoBrain() {
- this.root = new Neuroid(this, "Root");
- }
-
- public Neuroid AddNeuron(string name) {
- Neuroid neuroid = new(this, name);
- return neuroid;
- }
-
- public void UpdateNuclei() {
- foreach (Nucleus nucleus in nuclei)
- nucleus.IncreaseAge();
- foreach (Perceptoid perception in perceptei)
- perception.IncreaseAge();
- }
-
- public void OnBeforeSerialize() {
- this.rootId = root.id;
- }
- public void OnAfterDeserialize() {
- try {
- foreach (Nucleus nucleus in this.nuclei.ToArray()) {
- if (this.rootId == nucleus.id)
- this.root = nucleus;
- nucleus.Rebuild(this);
- }
-
- foreach (Perceptoid perceptoid in this.perceptei.ToArray())
- perceptoid.Rebuild(this);
- }
- catch (System.Exception) { }
- this.GarbageCollection();
- }
-
- public void GarbageCollection() {
- HashSet visitedNuclei = new();
- MarkNuclei(visitedNuclei, this.root);
- //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 visitedNuclei, Nucleus nucleus) {
- if (nucleus is null)
- return;
-
- if (nucleus.brain == null)
- nucleus.brain = this;
-
- visitedNuclei.Add(nucleus);
- if (nucleus.synapses != null) {
- HashSet 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 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);
- }
- }
+using System.Collections.Generic;
+using UnityEngine;
+
+[CreateAssetMenu(menuName = "Passer/NanoBrain")]
+public class NanoBrain : ScriptableObject, ISerializationCallbackReceiver {
+ public List nuclei = new();
+ public List perceptei = new();
+ public List receptors = new();
+
+ public Cluster cluster;
+
+ // This is probably always the first element in the nuclei list...
+ [System.NonSerialized]
+ public Nucleus output;
+ public int rootId;
+
+ public NanoBrain() {
+ this.output = new Neuroid(this.cluster, "Root");
+ this.cluster = new();
+ }
+
+ 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() {
+ 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) { }
+ this.cluster.GarbageCollection();
+ }
+
+/*
+ public void GarbageCollection() {
+ HashSet 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 visitedNuclei, INucleus nucleus) {
+ if (nucleus is null)
+ return;
+
+ if (nucleus.brain == null)
+ nucleus.brain = this;
+
+ visitedNuclei.Add(nucleus);
+ if (nucleus.synapses != null) {
+ HashSet 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 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);
+ }
+ }
+ */
}
\ No newline at end of file
diff --git a/Assets/NanoBrain/VisualEditor/NanoBrainComponent.cs b/Assets/NanoBrain/VisualEditor/NanoBrainComponent.cs
index bdeda86..5be46f1 100644
--- a/Assets/NanoBrain/VisualEditor/NanoBrainComponent.cs
+++ b/Assets/NanoBrain/VisualEditor/NanoBrainComponent.cs
@@ -1,33 +1,33 @@
-using UnityEngine;
-
-public class NanoBrainComponent : MonoBehaviour {
- public NanoBrain defaultBrain;
- private NanoBrain brainInstance;
-
- public Nucleus root => brainInstance.root;
- public NanoBrain brain {
- get {
- if (brainInstance == null && defaultBrain != null) {
- brainInstance = Instantiate(defaultBrain);
- brainInstance.name = defaultBrain.name + " (Instance)";
-
- SwarmControl sc = FindFirstObjectByType();
- 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(NanoBrain brain, string name, float weight) {
- Nucleus root = brain.root;
- foreach (Synapse synapse in root.synapses) {
- if (synapse.nucleus.name == name) {
- synapse.weight = weight;
- }
- }
- }
-
+using UnityEngine;
+
+public class NanoBrainComponent : MonoBehaviour {
+ public NanoBrain defaultBrain;
+ private NanoBrain brainInstance;
+
+ public Nucleus root => brainInstance.output;
+ public NanoBrain brain {
+ get {
+ if (brainInstance == null && defaultBrain != null) {
+ brainInstance = Instantiate(defaultBrain);
+ brainInstance.name = defaultBrain.name + " (Instance)";
+
+ SwarmControl sc = FindFirstObjectByType();
+ 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(NanoBrain brain, string name, float weight) {
+ Nucleus root = brain.output;
+ foreach (Synapse synapse in root.synapses) {
+ if (synapse.nucleus.name == name) {
+ synapse.weight = weight;
+ }
+ }
+ }
+
}
\ No newline at end of file
diff --git a/Assets/Scenes/Boids/New Cluster 1.asset b/Assets/Scenes/Boids/New Cluster 1.asset
new file mode 100644
index 0000000..c46baec
--- /dev/null
+++ b/Assets/Scenes/Boids/New Cluster 1.asset
@@ -0,0 +1,20 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 0}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 60a957541c24c57e78018c202ebb1d9b, type: 3}
+ m_Name: New Cluster 1
+ m_EditorClassIdentifier: Assembly-CSharp::Cluster
+ nuclei:
+ - id: 949579472
+ _name: Output
+ _synapses: []
+ _receivers: []
+ nucleusType:
diff --git a/Assets/Scenes/Boids/Identity.asset.meta b/Assets/Scenes/Boids/New Cluster 1.asset.meta
similarity index 79%
rename from Assets/Scenes/Boids/Identity.asset.meta
rename to Assets/Scenes/Boids/New Cluster 1.asset.meta
index 9797408..fcb368b 100644
--- a/Assets/Scenes/Boids/Identity.asset.meta
+++ b/Assets/Scenes/Boids/New Cluster 1.asset.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 5040f18b0515ba23eb0782d6f6794054
+guid: ad89de17be687dbc18a57252cadda0f3
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 11400000
diff --git a/Assets/Scenes/Boids/New Cluster.asset b/Assets/Scenes/Boids/New Cluster.asset
new file mode 100644
index 0000000..fe0b8a4
--- /dev/null
+++ b/Assets/Scenes/Boids/New Cluster.asset
@@ -0,0 +1,15 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 0}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 60a957541c24c57e78018c202ebb1d9b, type: 3}
+ m_Name: New Cluster
+ m_EditorClassIdentifier: Assembly-CSharp::Cluster
+ nuclei: []
diff --git a/Assets/Scenes/Boids/New Cluster.asset.meta b/Assets/Scenes/Boids/New Cluster.asset.meta
new file mode 100644
index 0000000..575238a
--- /dev/null
+++ b/Assets/Scenes/Boids/New Cluster.asset.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: eddc759ede59e66cd936ad6ae2c55c46
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 11400000
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scenes/Boids/Identity.asset b/Assets/Scenes/Boids/New Nano Brain.asset
similarity index 94%
rename from Assets/Scenes/Boids/Identity.asset
rename to Assets/Scenes/Boids/New Nano Brain.asset
index 94f63d4..5251743 100644
--- a/Assets/Scenes/Boids/Identity.asset
+++ b/Assets/Scenes/Boids/New Nano Brain.asset
@@ -10,14 +10,14 @@ MonoBehaviour:
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 36081359186edfec998d891a1feeb17b, type: 3}
- m_Name: Identity
+ m_Name: New Nano Brain
m_EditorClassIdentifier: Assembly-CSharp::NanoBrain
title:
count: 0
color: {r: 1, g: 1, b: 1, a: 1}
texture: {fileID: 0}
nuclei:
- - id: 1707104464
+ - id: 2025140912
_name: Root
synapses: []
receivers: []
@@ -53,7 +53,7 @@ MonoBehaviour:
inverse: 0
exponent: 1
perceptei: []
- rootId: 1707104464
+ rootId: 2025140912
references:
version: 2
RefIds: []
diff --git a/Assets/Scenes/Boids/New Nano Brain.asset.meta b/Assets/Scenes/Boids/New Nano Brain.asset.meta
new file mode 100644
index 0000000..cc404a1
--- /dev/null
+++ b/Assets/Scenes/Boids/New Nano Brain.asset.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: fab876d6bf7dc9b10a56541a7eeccdd2
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 11400000
+ userData:
+ assetBundleName:
+ assetBundleVariant: