Added Cluster & INucleus

This commit is contained in:
Pascal Serrarens 2026-01-09 17:08:11 +01:00
parent 1b5a86ce55
commit c64ccb246c
25 changed files with 2082 additions and 1163 deletions

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<ItemGroup> <ItemGroup>
<Compile Include="Assets/NanoBrain/VisualEditor/Editor/NanoBrainEditor.cs" /> <Compile Include="Assets/NanoBrain/VisualEditor/Editor/NanoBrainEditor.cs" />
<Compile Include="Assets/NanoBrain/VisualEditor/Editor/NanoBrainInspector.cs" /> <Compile Include="Assets/NanoBrain/VisualEditor/Editor/NanoBrainInspector.cs" />
<Compile Include="Assets/NanoBrain/VisualEditor/Editor/BrainPickerWindow.cs" />
<Compile Include="Assets/Scenes/Boids/Scripts/Editor/SwarmControl_Editor.cs" /> <Compile Include="Assets/Scenes/Boids/Scripts/Editor/SwarmControl_Editor.cs" />
<Compile Include="Assets/NanoBrain/Editor/NeuroidWindow.cs" /> <Compile Include="Assets/NanoBrain/Editor/NeuroidWindow.cs" />
<Compile Include="Assets/NanoBrain/VisualEditor/Editor/ClusterInspector.cs" />
<Compile Include="Assets/NanoBrain/VisualEditor/Editor/NanoBrainComponent_Editor.cs" /> <Compile Include="Assets/NanoBrain/VisualEditor/Editor/NanoBrainComponent_Editor.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>

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<Compile Include="Assets/NanoBrain/VisualEditor/NanoBrainComponent.cs" /> <Compile Include="Assets/NanoBrain/VisualEditor/NanoBrainComponent.cs" />
<Compile Include="Assets/NanoBrain/LinearAlgebra/src/Vector2Int.cs" /> <Compile Include="Assets/NanoBrain/LinearAlgebra/src/Vector2Int.cs" />
<Compile Include="Assets/Scenes/Boids/Scripts/SwarmControl.cs" /> <Compile Include="Assets/Scenes/Boids/Scripts/SwarmControl.cs" />
<Compile Include="Assets/NanoBrain/INucleus.cs" />
<Compile Include="Assets/NanoBrain/LinearAlgebra/src/Spherical.cs" /> <Compile Include="Assets/NanoBrain/LinearAlgebra/src/Spherical.cs" />
<Compile Include="Assets/NanoBrain/LinearAlgebra/test/Vector3FloatTest.cs" /> <Compile Include="Assets/NanoBrain/LinearAlgebra/test/Vector3FloatTest.cs" />
<Compile Include="Assets/NanoBrain/LinearAlgebra/test/QuaternionTest.cs" /> <Compile Include="Assets/NanoBrain/LinearAlgebra/test/QuaternionTest.cs" />
<Compile Include="Assets/Scenes/Boids/Scripts/Boid.cs" /> <Compile Include="Assets/Scenes/Boids/Scripts/Boid.cs" />
<Compile Include="Assets/NanoBrain/LinearAlgebra/src/SwingTwist.cs" /> <Compile Include="Assets/NanoBrain/LinearAlgebra/src/SwingTwist.cs" />
<Compile Include="Assets/NanoBrain/LinearAlgebra/test/SphericalTest.cs" /> <Compile Include="Assets/NanoBrain/LinearAlgebra/test/SphericalTest.cs" />
<Compile Include="Assets/NanoBrain/Cluster.cs" />
<Compile Include="Assets/NanoBrain/LinearAlgebra/test/Vector3IntTest.cs" /> <Compile Include="Assets/NanoBrain/LinearAlgebra/test/Vector3IntTest.cs" />
<Compile Include="Assets/NanoBrain/Neuroid.cs" /> <Compile Include="Assets/NanoBrain/Neuroid.cs" />
<Compile Include="Assets/NanoBrain/LinearAlgebra/src/Angle.cs" /> <Compile Include="Assets/NanoBrain/LinearAlgebra/src/Angle.cs" />

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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<Nucleus> nuclei = new();
public Nucleus output => this.nuclei[0];
private readonly List<Synapse> _synapses = new(); // = inputs, compare receptors in NanoBrain
public List<Synapse> synapses => _synapses;
private void OnEnable() {
nuclei ??= new List<Nucleus>();
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<Receiver> receivers {
get => output.receivers;
}
public void GarbageCollection() {
HashSet<INucleus> visitedNuclei = new();
MarkNuclei(visitedNuclei, this.output);
//Debug.Log($"Garbage collection found {visitedNuclei.Count} Nuclei");
this.nuclei.RemoveAll(nucleus => visitedNuclei.Contains(nucleus) == false);
//this.perceptei.RemoveAll(perceptoid => visitedNuclei.Contains(perceptoid) == false);
}
public void MarkNuclei(HashSet<INucleus> visitedNuclei, INucleus nucleus) {
if (nucleus is null)
return;
visitedNuclei.Add(nucleus);
if (nucleus.synapses != null) {
HashSet<Synapse> visitedSynapses = new();
foreach (Synapse synapse in nucleus.synapses) {
if (synapse != null && synapse.nucleus != null) {
visitedSynapses.Add(synapse);
MarkNuclei(visitedNuclei, synapse.nucleus);
}
}
nucleus.synapses.RemoveAll(synapse => visitedSynapses.Contains(synapse) == false);
}
if (nucleus.receivers != null) {
HashSet<Receiver> visitedReceivers = new();
foreach (Receiver receiver in nucleus.receivers) {
if (receiver != null && receiver.nucleus != null) {
visitedReceivers.Add(receiver);
visitedNuclei.Add(receiver.nucleus);
}
}
nucleus.receivers.RemoveAll(receiver => visitedReceivers.Contains(receiver) == false);
}
}
#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
}

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fileFormatVersion: 2
guid: 60a957541c24c57e78018c202ebb1d9b

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using UnityEditor; /*
using UnityEngine; using UnityEditor;
using System.Linq; using UnityEngine;
using System.Collections.Generic; using System.Linq;
using System.Collections.Generic;
public class NeuroidLayer {
public int ix = 0; public class NeuroidLayer {
public List<Nucleus> neuroids = new(); public int ix = 0;
} public List<Nucleus> neuroids = new();
}
public class GraphEditorWindow : EditorWindow {
private Nucleus currentNucleus; public class GraphEditorWindow : EditorWindow {
private List<Neuroid> allNeuroids; private Nucleus currentNucleus;
private Dictionary<Nucleus, Vector2Int> neuroidPositions = new(); private List<Neuroid> allNeuroids;
private Dictionary<Nucleus, Vector2Int> neuroidPositions = new();
private List<NeuroidLayer> layers = new();
private List<NeuroidLayer> layers = new();
private void OnEnable() {
EditorApplication.update += EditorUpdate; private void OnEnable() {
Selection.selectionChanged += OnSelectionChange; EditorApplication.update += EditorUpdate;
SelectNeuron(); Selection.selectionChanged += OnSelectionChange;
} SelectNeuron();
}
private void AddToLayer(NeuroidLayer layer, Nucleus nucleus) {
layer.neuroids.Add(nucleus); private void AddToLayer(NeuroidLayer layer, Nucleus nucleus) {
nucleus.layerIx = layer.ix; layer.neuroids.Add(nucleus);
// Store its position nucleus.layerIx = layer.ix;
Vector2Int neuroidPosition = new(layer.ix, layer.neuroids.Count - 1); // Store its position
neuroidPositions[nucleus] = neuroidPosition; 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 private void BuildLayers() {
this.layers = new(); // A temporary list to track what's been added to layers
int layerIx = 0; this.layers = new();
int layerIx = 0;
Nucleus selectedNucleus = this.currentNucleus;
if (selectedNucleus == null) Nucleus selectedNucleus = this.currentNucleus;
return; if (selectedNucleus == null)
NeuroidLayer currentLayer = new() { ix = layerIx }; return;
NeuroidLayer currentLayer = new() { ix = layerIx };
//foreach (Nucleus outputNeuroid in selectedNucleus.receivers) {
foreach (Receiver receiver in selectedNucleus.receivers) { //foreach (Nucleus outputNeuroid in selectedNucleus.receivers) {
Nucleus outputNeuroid = receiver.nucleus; foreach (Receiver receiver in selectedNucleus.receivers) {
if (outputNeuroid != null) { Nucleus outputNeuroid = receiver.nucleus;
AddToLayer(currentLayer, outputNeuroid); if (outputNeuroid != null) {
Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}"); AddToLayer(currentLayer, outputNeuroid);
} Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}");
} }
if (currentLayer.neuroids.Count > 0) { }
this.layers.Add(currentLayer); if (currentLayer.neuroids.Count > 0) {
layerIx++; this.layers.Add(currentLayer);
currentLayer = new() { ix = layerIx }; layerIx++;
} currentLayer = new() { ix = layerIx };
}
AddToLayer(currentLayer, selectedNucleus);
this.layers.Add(currentLayer); AddToLayer(currentLayer, selectedNucleus);
Debug.Log($"layer {layerIx} nucleus {selectedNucleus.name}"); this.layers.Add(currentLayer);
Debug.Log($"layer {layerIx} nucleus {selectedNucleus.name}");
layerIx++;
currentLayer = new() { ix = layerIx }; layerIx++;
currentLayer = new() { ix = layerIx };
int six = 0;
// foreach (Synapse synapse in selectedNucleus.synapses.Values) { int six = 0;
// Debug.Log($"Synapse {six}"); // foreach (Synapse synapse in selectedNucleus.synapses.Values) {
// Nucleus input = synapse.neuroid; // Debug.Log($"Synapse {six}");
//foreach ((Nucleus input, Synapse synapse) in selectedNucleus.synapses) { // Nucleus input = synapse.neuroid;
//foreach ((Nucleus input, float weight) in selectedNucleus.synapses) { //foreach ((Nucleus input, Synapse synapse) in selectedNucleus.synapses) {
foreach (Synapse synapse in selectedNucleus.synapses) { //foreach ((Nucleus input, float weight) in selectedNucleus.synapses) {
Nucleus input = synapse.nucleus; foreach (Synapse synapse in selectedNucleus.synapses) {
if (input != null) { Nucleus input = synapse.nucleus;
AddToLayer(currentLayer, input); if (input != null) {
Debug.Log($"layer {layerIx} nucleus {input.name}"); AddToLayer(currentLayer, input);
} Debug.Log($"layer {layerIx} nucleus {input.name}");
six++; }
} six++;
if (currentLayer.neuroids.Count > 0) { }
this.layers.Add(currentLayer); if (currentLayer.neuroids.Count > 0) {
} this.layers.Add(currentLayer);
} }
}
private void BuildLayers_old(List<Neuroid> neuroids) {
if (neuroids == null) private void BuildLayers_old(List<Neuroid> neuroids) {
return; if (neuroids == null)
return;
// A temporary list to track what's been added to layers
this.layers = new(); // A temporary list to track what's been added to layers
HashSet<Neuroid> neuronVisited = new(); this.layers = new();
int layerIx = 0; HashSet<Neuroid> neuronVisited = new();
int layerIx = 0;
// While there are unvisited neuroid
while (neuroids.Any(neuroid => !neuronVisited.Contains(neuroid))) { // While there are unvisited neuroid
// Create the next layer while (neuroids.Any(neuroid => !neuronVisited.Contains(neuroid))) {
NeuroidLayer currentLayer = new() { ix = layerIx }; // Create the next layer
int neuroidIx = 0; NeuroidLayer currentLayer = new() { ix = layerIx };
int neuroidIx = 0;
foreach (Neuroid neuroid in neuroids) {
// Skip neurons we already processed foreach (Neuroid neuroid in neuroids) {
if (neuronVisited.Contains(neuroid)) // Skip neurons we already processed
continue; if (neuronVisited.Contains(neuroid))
continue;
// if (neuroid.IsStale()) {
// Debug.Log($"neuron {neuroid.name} is stale {neuroid.stale}"); // if (neuroid.IsStale()) {
// neuronVisited.Add(neuroid); // Debug.Log($"neuron {neuroid.name} is stale {neuroid.stale}");
// continue; // 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 the output neuroid is visited
// if (neuroid.receivers.Count == 0 // make sure the root neuroids are processed directly // Note: this does not yet work for multiple outputs yet (see the use of First())
// || (neuronVisited.Contains(neuroid.receivers.First()) && neuroid.receivers.First().layerIx == layerIx - 1)) { // if (neuroid.receivers.Count == 0 // make sure the root neuroids are processed directly
if (neuroid.receivers.Count == 0 // make sure the root neuroids are processed directly // || (neuronVisited.Contains(neuroid.receivers.First()) && neuroid.receivers.First().layerIx == layerIx - 1)) {
|| (neuronVisited.Contains(neuroid.receivers.First().nucleus) && neuroid.receivers.First().nucleus.layerIx == layerIx - 1)) { if (neuroid.receivers.Count == 0 // make sure the root neuroids are processed directly
// Add it to the next layer || (neuronVisited.Contains(neuroid.receivers.First().nucleus) && neuroid.receivers.First().nucleus.layerIx == layerIx - 1)) {
currentLayer.neuroids.Add(neuroid); // Add it to the next layer
neuroid.layerIx = layerIx; currentLayer.neuroids.Add(neuroid);
// Register it as visited neuroid.layerIx = layerIx;
neuronVisited.Add(neuroid); // Register it as visited
// Store its position neuronVisited.Add(neuroid);
Vector2Int neuroidPosition = new(layerIx, neuroidIx); // Store its position
neuroidPositions[neuroid] = neuroidPosition; Vector2Int neuroidPosition = new(layerIx, neuroidIx);
neuroidIx++; neuroidPositions[neuroid] = neuroidPosition;
Debug.Log($"Layer {layerIx} neuron {neuroidIx} name {neuroid.name}"); neuroidIx++;
} Debug.Log($"Layer {layerIx} neuron {neuroidIx} name {neuroid.name}");
} }
}
if (currentLayer.neuroids.Count > 0) {
this.layers.Add(currentLayer); if (currentLayer.neuroids.Count > 0) {
layerIx++; this.layers.Add(currentLayer);
} layerIx++;
} }
} }
}
private void OnDisable() {
EditorApplication.update -= EditorUpdate; private void OnDisable() {
Selection.selectionChanged -= OnSelectionChange; EditorApplication.update -= EditorUpdate;
} Selection.selectionChanged -= OnSelectionChange;
}
private void OnSelectionChange() {
SelectNeuron(); private void OnSelectionChange() {
Repaint(); SelectNeuron();
} Repaint();
}
private void EditorUpdate() {
if (EditorApplication.isPlaying) private void EditorUpdate() {
Repaint(); if (EditorApplication.isPlaying)
} Repaint();
}
private void OnGUI() {
GUILayout.Label("Graph Visualizer", EditorStyles.boldLabel); private void OnGUI() {
GUILayout.Label("Graph Visualizer", EditorStyles.boldLabel);
DrawGraph();
} DrawGraph();
}
private void DrawGraph() {
if (currentNucleus == null) private void DrawGraph() {
return; if (currentNucleus == null)
return;
foreach (NeuroidLayer layer in layers)
DrawLayer(layer); foreach (NeuroidLayer layer in layers)
} DrawLayer(layer);
}
private void DrawLayer(NeuroidLayer layer) {
int column = layer.ix * 100; private void DrawLayer(NeuroidLayer layer) {
int nodeCount = layer.neuroids.Count; int column = layer.ix * 100;
float maxValue = 0; int nodeCount = layer.neuroids.Count;
foreach (Nucleus nucleus in layer.neuroids) { float maxValue = 0;
if (nucleus is Neuroid neuroid) { foreach (Nucleus nucleus in layer.neuroids) {
float value = neuroid.outputValue.magnitude; if (nucleus is Neuroid neuroid) {
if (value > maxValue) float value = neuroid.outputValue.magnitude;
maxValue = value; if (value > maxValue)
} maxValue = value;
} }
float spacing = 400f / nodeCount; }
float margin = 100 + spacing / 2; float spacing = 400f / nodeCount;
foreach (Nucleus layerNucleus in layer.neuroids) { float margin = 100 + spacing / 2;
if (layerNucleus is Neuroid layerNeuroid) { foreach (Nucleus layerNucleus in layer.neuroids) {
Vector2Int layerNeuroidPos = this.neuroidPositions[layerNeuroid]; if (layerNucleus is Neuroid layerNeuroid) {
Vector3 parentPos = new(100 + layerNeuroidPos.x * 100, margin + layerNeuroidPos.y * spacing, 0.1f); 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; int i = 0;
float inputMargin = 100 + inputSpacing / 2; float inputSpacing = 400f / layerNeuroid.synapses.Count;
// foreach (Synapse synapse in layerNeuroid.synapses.Values) { float inputMargin = 100 + inputSpacing / 2;
// if (synapse.neuroid != null) { // foreach (Synapse synapse in layerNeuroid.synapses.Values) {
// if (this.neuroidPositions.ContainsKey(synapse.neuroid)) { // if (synapse.neuroid != null) {
// if (this.neuroidPositions.ContainsKey(synapse.neuroid)) {
// Vector2Int inputNeuroidPos = this.neuroidPositions[synapse.neuroid];
//foreach ((Nucleus neuroid, Synapse synapse) in layerNeuroid.synapses) { // Vector2Int inputNeuroidPos = this.neuroidPositions[synapse.neuroid];
//foreach ((Nucleus neuroid, float weight) in layerNeuroid.synapses) { //foreach ((Nucleus neuroid, Synapse synapse) in layerNeuroid.synapses) {
foreach (Synapse synapse in layerNeuroid.synapses) { //foreach ((Nucleus neuroid, float weight) in layerNeuroid.synapses) {
Nucleus neuroid = synapse.nucleus; foreach (Synapse synapse in layerNeuroid.synapses) {
float weight = synapse.weight; Nucleus neuroid = synapse.nucleus;
if (neuroid != null) { float weight = synapse.weight;
if (this.neuroidPositions.ContainsKey(neuroid)) { if (neuroid != null) {
Vector2Int inputNeuroidPos = this.neuroidPositions[neuroid]; if (this.neuroidPositions.ContainsKey(neuroid)) {
if (inputNeuroidPos.x == layerNeuroidPos.x + 1) { Vector2Int inputNeuroidPos = this.neuroidPositions[neuroid];
Vector3 pos = new(100 + inputNeuroidPos.x * 100, inputMargin + inputNeuroidPos.y * inputSpacing, 0.0f); 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; //float brightness = synapse.weight / 10.0f;
Handles.color = new Color(brightness, brightness, brightness); float brightness = weight / 10.0f;
Handles.DrawLine(parentPos, pos); Handles.color = new Color(brightness, brightness, brightness);
} Handles.DrawLine(parentPos, pos);
} }
} }
} }
}
float size = 20;
if (layerNeuroid.isSleeping) float size = 20;
Handles.color = Color.black; if (layerNeuroid.isSleeping)
else { Handles.color = Color.black;
float brightness = layerNeuroid.outputValue.magnitude / maxValue; else {
Handles.color = new Color(brightness, brightness, brightness); 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 Handles.DrawSolidDisc(parentPos, Vector3.forward, size);
GUIStyle style = new GUIStyle(EditorStyles.label) { Vector3 labelPos = parentPos - Vector3.down * (size + 0.2f); // below disc along up axis
alignment = TextAnchor.UpperCenter, GUIStyle style = new GUIStyle(EditorStyles.label) {
normal = { textColor = Color.white }, alignment = TextAnchor.UpperCenter,
fontStyle = FontStyle.Bold normal = { textColor = Color.white },
}; fontStyle = FontStyle.Bold
Handles.Label(labelPos, layerNeuroid.name, style); };
Handles.Label(labelPos, layerNeuroid.name, style);
Rect neuronRect = new(parentPos.x - size, parentPos.y - size, size * 2, size * 2);
Event e = Event.current; Rect neuronRect = new(parentPos.x - size, parentPos.y - size, size * 2, size * 2);
if (e != null && neuronRect.Contains(e.mousePosition)) { Event e = Event.current;
HandleMouseHover(layerNeuroid, neuronRect); if (e != null && neuronRect.Contains(e.mousePosition)) {
// Process click HandleMouseHover(layerNeuroid, neuronRect);
if (e.type == EventType.MouseDown && e.button == 0) { // Process click
// Consume the event so the scene doesn't also handle it if (e.type == EventType.MouseDown && e.button == 0) {
e.Use(); // Consume the event so the scene doesn't also handle it
HandleDiscClicked(layerNeuroid); e.Use();
} HandleDiscClicked(layerNeuroid);
} }
i++; }
} i++;
} }
} }
}
private void HandleMouseHover(Neuroid neuroid, Rect rect) {
GUIContent tooltip; private void HandleMouseHover(Neuroid neuroid, Rect rect) {
// if (neuroid is SensoryNeuroid sensoryNeuroid) { GUIContent tooltip;
// tooltip = new( // if (neuroid is SensoryNeuroid sensoryNeuroid) {
// $"{sensoryNeuroid.name}" + // tooltip = new(
// $"\nThing {sensoryNeuroid.receptor.thingType}" + // $"{sensoryNeuroid.name}" +
// $"\nValue: {neuroid.outputValue}"); // $"\nThing {sensoryNeuroid.receptor.thingType}" +
// } // $"\nValue: {neuroid.outputValue}");
// else { // }
tooltip = new( // else {
$"{neuroid.name}" + tooltip = new(
$"\nsynapse count {neuroid.synapses.Count}" + $"{neuroid.name}" +
$"\nValue: {neuroid.outputValue}"); $"\nsynapse count {neuroid.synapses.Count}" +
// } $"\nValue: {neuroid.outputValue}");
// }
Vector2 mousePosition = Event.current.mousePosition;
Vector2 mousePosition = Event.current.mousePosition;
// Display tooltip with some offset
Vector2 tooltipSize = GUI.skin.box.CalcSize(tooltip); // Display tooltip with some offset
Rect tooltipRect = new Rect(mousePosition.x + 10, mousePosition.y + 10, tooltipSize.x, tooltipSize.y); Vector2 tooltipSize = GUI.skin.box.CalcSize(tooltip);
Rect tooltipRect = new Rect(mousePosition.x + 10, mousePosition.y + 10, tooltipSize.x, tooltipSize.y);
GUI.Box(tooltipRect, tooltip);
} GUI.Box(tooltipRect, tooltip);
}
private void HandleDiscClicked(Nucleus nucleus) {
this.currentNucleus = nucleus; private void HandleDiscClicked(Nucleus nucleus) {
BuildLayers(); this.currentNucleus = nucleus;
} BuildLayers();
}
// Update node colors based on selected GameObjects
private void SelectNeuron() { // Update node colors based on selected GameObjects
GameObject[] selectedObjects = Selection.gameObjects; private void SelectNeuron() {
if (selectedObjects.Length == 0) GameObject[] selectedObjects = Selection.gameObjects;
return; if (selectedObjects.Length == 0)
return;
GameObject selectedObject = selectedObjects[0];
Boid boid = selectedObject.GetComponent<Boid>(); GameObject selectedObject = selectedObjects[0];
if (boid == null) Boid boid = selectedObject.GetComponent<Boid>();
return; if (boid == null)
return;
// Nucleus neuroid = boid.behaviour;
// this.currentNucleus = neuroid; // Nucleus neuroid = boid.behaviour;
// if (neuroid == null) // this.currentNucleus = neuroid;
// this.allNeuroids = new(); // if (neuroid == null)
// else // this.allNeuroids = new();
// this.allNeuroids = neuroid.brain.neuroids; // else
// this.allNeuroids = neuroid.brain.neuroids;
// Debug.Log($"Neuroncount = {this.allNeuroids.Count}");
// BuildLayers(); // Debug.Log($"Neuroncount = {this.allNeuroids.Count}");
// Debug.Log($"Layercount = {this.layers.Count}"); // BuildLayers();
// Debug.Log($"Layercount = {this.layers.Count}");
}
}
[MenuItem("Window/Neuroid Visualizer")]
public static void ShowWindow() { [MenuItem("Window/Neuroid Visualizer")]
GetWindow<GraphEditorWindow>("Neuroid Visualizer"); public static void ShowWindow() {
} GetWindow<GraphEditorWindow>("Neuroid Visualizer");
} }
}
*/

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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<Receiver> receivers { get; }
public void AddReceiver(INucleus receiver);
public void RemoveReceiver(INucleus receiverNucleus);
// Senders
public List<Synapse> synapses { get; }
#endregion static struct
#region dynamic state
public bool isSleeping { get; }
public Vector3 outputValue { get; }
public void UpdateState();
#endregion dynamic state
}

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fileFormatVersion: 2
guid: 6a8a0e8965cea660abff254cab8a4723

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using UnityEngine; using UnityEngine;
[System.Serializable] [System.Serializable]
public class Neuroid : Nucleus { public class Neuroid : Nucleus {
public enum CurvePresets { public enum CurvePresets {
Linear, Linear,
Power, Power,
Sqrt, Sqrt,
Reciprocal, Reciprocal,
Custom Custom
} }
[SerializeField] [SerializeField]
private CurvePresets _curvePreset; private CurvePresets _curvePreset;
public CurvePresets curvePreset { public CurvePresets curvePreset {
get { return _curvePreset; } get { return _curvePreset; }
set { set {
_curvePreset = value; _curvePreset = value;
this.curve = GenerateCurve(); this.curve = GenerateCurve();
} }
} }
public AnimationCurve curve; public AnimationCurve curve;
public float curveMax = 1.0f; public float curveMax = 1.0f;
public AnimationCurve GenerateCurve() { public AnimationCurve GenerateCurve() {
switch (this.curvePreset) { switch (this.curvePreset) {
case CurvePresets.Linear: case CurvePresets.Linear:
this.curveMax = 1; this.curveMax = 1;
return Synapse.Presets.Linear(1); return Synapse.Presets.Linear(1);
case CurvePresets.Power: case CurvePresets.Power:
this.curveMax = 1; this.curveMax = 1;
return Synapse.Presets.Power(2.0f, 1); return Synapse.Presets.Power(2.0f, 1);
case CurvePresets.Sqrt: case CurvePresets.Sqrt:
this.curveMax = 1; this.curveMax = 1;
return Synapse.Presets.Power(0.5f, 1); return Synapse.Presets.Power(0.5f, 1);
case CurvePresets.Reciprocal: case CurvePresets.Reciprocal:
this.curveMax = 1 / 0.01f * 1; this.curveMax = 1 / 0.01f * 1;
return Synapse.Presets.Reciprocal(1); return Synapse.Presets.Reciprocal(1);
default: default:
this.curveMax = 1; this.curveMax = 1;
return this.curve; return this.curve;
} }
} }
public bool average = false; public bool average = false;
public bool inverse = false; public bool inverse = false;
public float exponent = 1.0f; public float exponent = 1.0f;
public Neuroid(NanoBrain brain, string name) : base(name) { public Neuroid(Cluster brain, string name) : base(name) {
this.brain = brain; this.cluster = brain;
if (this.brain != null) { if (this.cluster != null) {
this.brain.nuclei.Add(this); this.cluster.nuclei.Add(this);
} }
else else
Debug.LogError("No neuroid network"); Debug.LogError("No neuroid network");
} }
public Neuroid(string name) : base(name) { } public Neuroid(string name) : base(name) { }
public void SetWeight(Neuroid input, float weight) { public void SetWeight(Neuroid input, float weight) {
this.SetWeight((Nucleus)input, weight); this.SetWeight((Nucleus)input, weight);
} }
public void SetInput(Neuroid input) { public void SetInput(Neuroid input) {
if (this.SynapseExists(input) == false) if (this.SynapseExists(input) == false)
this.SetWeight(input, 1.0f); this.SetWeight(input, 1.0f);
UpdateState(); UpdateState();
} }
public void SetInput(Neuroid input, float weight) { public void SetInput(Neuroid input, float weight) {
this.SetWeight(input, weight); this.SetWeight(input, weight);
UpdateState(); UpdateState();
} }
public override void UpdateState() { public override void UpdateState() {
Vector3 sum = Vector3.zero; Vector3 sum = Vector3.zero;
int n = 0; int n = 0;
//Applying the weight factgors //Applying the weight factgors
foreach (Synapse synapse in this.synapses) { foreach (Synapse synapse in this.synapses) {
sum += synapse.weight * synapse.nucleus.outputValue; sum += synapse.weight * synapse.nucleus.outputValue;
if (synapse.nucleus.outputValue.sqrMagnitude != 0) if (synapse.nucleus.outputValue.sqrMagnitude != 0)
n++; n++;
} }
if (average) if (average)
sum /= n; sum /= n;
// Activation function // Activation function
Vector3 result; Vector3 result;
switch (this.curvePreset) { switch (this.curvePreset) {
case CurvePresets.Linear: case CurvePresets.Linear:
result = sum; result = sum;
break; break;
case CurvePresets.Sqrt: case CurvePresets.Sqrt:
result = sum.normalized * System.MathF.Sqrt(sum.magnitude); result = sum.normalized * System.MathF.Sqrt(sum.magnitude);
break; break;
case CurvePresets.Power: case CurvePresets.Power:
result = sum.normalized * System.MathF.Pow(sum.magnitude, 2); result = sum.normalized * System.MathF.Pow(sum.magnitude, 2);
break; break;
case CurvePresets.Reciprocal: case CurvePresets.Reciprocal:
result = sum.normalized * (1 / sum.magnitude); result = sum.normalized * (1 / sum.magnitude);
break; break;
default: default:
float activatedValue = this.curve.Evaluate(sum.magnitude); float activatedValue = this.curve.Evaluate(sum.magnitude);
result = sum.normalized * activatedValue; result = sum.normalized * activatedValue;
break; break;
} }
UpdateResult(result); UpdateResult(result);
} }
} }

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@ -1,304 +1,306 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEditor; using UnityEditor;
using LinearAlgebra;
[Serializable]
[System.Serializable] public class Nucleus : INucleus {
public class Nucleus {
public int id; // hash code
public int id; // hash code
[SerializeField]
[SerializeField] protected string _name;
protected string _name; public virtual string name {
public virtual string name { get => _name;
get => _name; set => _name = value;
set => _name = value; }
}
[SerializeField]
[SerializeField] private List<Synapse> _synapses = new();
public List<Synapse> synapses = new(); public List<Synapse> synapses => _synapses;
[SerializeField]
public List<Receiver> receivers = new(); [SerializeField]
private List<Receiver> _receivers = new();
#region Serialization public List<Receiver> receivers => _receivers;
[SerializeField] #region Serialization
protected string nucleusType;
[SerializeField]
public virtual void Rebuild(NanoBrain brain) { protected string nucleusType;
if (this.synapses != null) {
foreach (Synapse synapse in synapses) public virtual void Rebuild(NanoBrain brain) {
synapse.Rebuild(brain); if (this.synapses != null) {
} foreach (Synapse synapse in synapses)
if (this.receivers == null) synapse.Rebuild(brain);
this.receivers = new(); }
else { foreach (Receiver receiver in receivers.ToArray()) {
foreach (Receiver receiver in receivers.ToArray()) { if (receiver.Rebuild(brain) == false) {
if (receiver.Rebuild(brain) == false) { Debug.Log("Rebuilding failed, removing receiver.");
Debug.Log("Rebuilding failed, removing receiver."); receivers.Remove(receiver);
receivers.Remove(receiver); }
} }
} }
}
} public static Nucleus RebuildType(NanoBrain brain, Nucleus nucleus) {
if (string.IsNullOrEmpty(nucleus.nucleusType) == false) {
public static Nucleus RebuildType(NanoBrain brain, Nucleus nucleus) { Type nucleusType = Type.GetType(nucleus.nucleusType);
if (string.IsNullOrEmpty(nucleus.nucleusType) == false) { if (nucleusType != null) {
Type nucleusType = Type.GetType(nucleus.nucleusType); object[] args = new object[] { brain, nucleus.name };
if (nucleusType != null) { Nucleus rebuiltNucleus = (Nucleus)Activator.CreateInstance(nucleusType, args);
object[] args = new object[] { brain, nucleus.name }; rebuiltNucleus.Deserialize(nucleus);
Nucleus rebuiltNucleus = (Nucleus)Activator.CreateInstance(nucleusType, args); return rebuiltNucleus;
rebuiltNucleus.Deserialize(nucleus); }
return rebuiltNucleus; }
} return nucleus;
} }
return nucleus;
} public virtual void Deserialize(Nucleus nucleus) { }
public virtual void Deserialize(Nucleus nucleus) { } #endregion Serialization
#endregion Serialization #region Runtime state (not serialized)
#region Runtime state (not serialized) public Cluster cluster { get; set; }
public NanoBrain brain { get; set; } private Vector3 _outputValue;
public Vector3 outputValue
private Vector3 _outputValue; {
public Vector3 outputValue get { return _outputValue; }
{ set {
get { return _outputValue; } this.stale = 0;
set { this._isSleeping = false;
this.stale = 0; _outputValue = value;
this.isSleeping = false; }
_outputValue = value; }
}
} [System.NonSerialized]
private int stale = 1000;
[System.NonSerialized]
private int stale = 1000; private bool _isSleeping = false;
public bool isSleeping => _isSleeping;
public bool isSleeping = false;
public void IncreaseAge() { public void IncreaseAge() {
this.stale++; this.stale++;
this.isSleeping = this.stale > 2; this._isSleeping = this.stale > 2;
if (isSleeping) if (isSleeping)
_outputValue = Vector3.zero; _outputValue = Vector3.zero;
} }
[System.NonSerialized] [System.NonSerialized]
public int layerIx; public int layerIx;
#endregion Runtime state #endregion Runtime state
public Nucleus(string name) { public Nucleus(string name) {
this._name = name; this._name = name;
this.id = this.GetHashCode(); this.id = this.GetHashCode();
} }
public virtual void AddReceiver(Nucleus receiver) { public virtual void AddReceiver(INucleus receiver) {
this.receivers.Add(new Receiver(receiver)); this.receivers.Add(new Receiver(receiver));
receiver.SetWeight(this, 1.0f); //receiver.SetWeight(this, 1.0f);
} }
public void RemoveReceiver(Nucleus receiverNucleus) { public void RemoveReceiver(INucleus receiverNucleus) {
this.receivers.RemoveAll(receiver => receiver.nucleus == receiverNucleus); this.receivers.RemoveAll(receiver => receiver.nucleus == receiverNucleus);
receiverNucleus.synapses.RemoveAll(synapse => synapse.nucleus == this); receiverNucleus.synapses.RemoveAll(synapse => synapse.nucleus == this);
} }
public static void Delete(Nucleus nucleus) { public static void Delete(INucleus nucleus) {
foreach (Synapse synapse in nucleus.synapses) { foreach (Synapse synapse in nucleus.synapses) {
if (synapse.nucleus.receivers.Count > 1) { if (synapse.nucleus.receivers.Count > 1) {
// there is another nucleus feeding into this input nucleus // there is another nucleus feeding into this input nucleus
synapse.nucleus.receivers.RemoveAll(r => r.nucleus == nucleus); synapse.nucleus.receivers.RemoveAll(r => r.nucleus == nucleus);
} }
else { else {
// No other links, delete it. // No other links, delete it.
Nucleus.Delete(synapse.nucleus); Nucleus.Delete(synapse.nucleus);
} }
} }
foreach (Receiver receiver in nucleus.receivers) { foreach (Receiver receiver in nucleus.receivers) {
if (receiver.nucleus != null && receiver.nucleus.synapses != null) if (receiver.nucleus != null && receiver.nucleus.synapses != null)
receiver.nucleus.synapses.RemoveAll(s => s.nucleus == nucleus); receiver.nucleus.synapses.RemoveAll(s => s.nucleus == nucleus);
} }
if (nucleus.brain != null) { if (nucleus.cluster != null) {
nucleus.brain.nuclei.RemoveAll(n => n == nucleus); nucleus.cluster.nuclei.RemoveAll(n => n == nucleus);
nucleus.brain.GarbageCollection(); nucleus.cluster.GarbageCollection();
} }
} }
public void GetInputFrom(Nucleus input, float weight = 1.0f) { public void GetInputFrom(Nucleus input, float weight = 1.0f) {
input.AddReceiver(this); input.AddReceiver(this);
this.SetWeight(input, weight); this.SetWeight(input, weight);
} }
public bool SynapseExists(Nucleus nucleus) { public bool SynapseExists(Nucleus nucleus) {
foreach (Synapse synapse in synapses) { foreach (Synapse synapse in synapses) {
if (synapse.nucleus == nucleus) if (synapse.nucleus == nucleus)
return true; return true;
} }
return false; return false;
} }
public void SetWeight(Nucleus nucleus, float weight) { public void SetWeight(Nucleus nucleus, float weight) {
foreach (Synapse synapse in synapses) { foreach (Synapse synapse in synapses) {
if (synapse.nucleus == nucleus) { if (synapse.nucleus == nucleus) {
synapse.weight = weight; synapse.weight = weight;
return; return;
} }
} }
Synapse newSynapse = new(nucleus, weight); Synapse newSynapse = new(nucleus, weight);
synapses.Add(newSynapse); synapses.Add(newSynapse);
} }
public virtual void UpdateState() { } public virtual void UpdateState() { }
public void UpdateResult(Vector3 result) { public void UpdateResult(Vector3 result) {
// float d = Vector3.Distance(result, this.outputValue); // float d = Vector3.Distance(result, this.outputValue);
// if (d < 0.5f) { // if (d < 0.5f) {
// //Debug.Log($"insignificant update: {d}"); // //Debug.Log($"insignificant update: {d}");
// return; // return;
// } // }
this.outputValue = result; this.outputValue = result;
foreach (Receiver receiver in this.receivers) foreach (Receiver receiver in this.receivers)
receiver.nucleus.UpdateState(); receiver.nucleus.UpdateState();
} }
} }
[System.Serializable] [System.Serializable]
public class Synapse { public class Synapse {
[System.NonSerialized] [System.NonSerialized]
public Nucleus nucleus; public INucleus nucleus;
public int nucleusId; public NanoBrain cluster;
public float weight; public int nucleusId;
public float weight;
public enum CurvePresets {
Linear, public enum CurvePresets {
Power, Linear,
Sqrt, Power,
Reciprocal, Sqrt,
Custom Reciprocal,
} Custom
// public CurvePresets curvePreset; }
// public AnimationCurve curve; // public CurvePresets curvePreset;
public float curveMax = 1.0f; // public AnimationCurve curve;
public float curveMax = 1.0f;
public Synapse(Nucleus nucleus, float weight) {
this.nucleus = nucleus; public Synapse(Nucleus nucleus, float weight) {
this.nucleusId = nucleus.id; this.nucleus = nucleus;
this.weight = weight; this.nucleusId = nucleus.id;
} this.weight = weight;
}
public void Rebuild(NanoBrain brain) {
if (brain == null) { public void Rebuild(NanoBrain brain) {
return; if (brain == null) {
} return;
}
foreach (Nucleus nucleus in brain.nuclei) {
if (nucleus.id == this.nucleusId) { foreach (Nucleus nucleus in brain.nuclei) {
this.nucleus = nucleus; if (nucleus.id == this.nucleusId) {
return; this.nucleus = nucleus;
} return;
} }
foreach (Perceptoid perceptoid in brain.perceptei) { }
if (perceptoid.id == this.nucleusId) { foreach (Perceptoid perceptoid in brain.perceptei) {
this.nucleus = perceptoid; if (perceptoid.id == this.nucleusId) {
return; this.nucleus = perceptoid;
} return;
} }
Debug.LogError($"Synapse deserialization error: could not find nucleus with id {this.nucleusId}"); }
} Debug.LogError($"Synapse deserialization error: could not find nucleus with id {this.nucleusId}");
}
// public AnimationCurve GenerateCurve() {
// switch (this.curvePreset) { // public AnimationCurve GenerateCurve() {
// case CurvePresets.Linear: // switch (this.curvePreset) {
// this.curveMax = this.weight; // case CurvePresets.Linear:
// return Presets.Linear(this.weight); // this.curveMax = this.weight;
// case CurvePresets.Power: // return Presets.Linear(this.weight);
// this.curveMax = this.weight; // case CurvePresets.Power:
// return Presets.Power(2.0f, this.weight); // this.curveMax = this.weight;
// case CurvePresets.Sqrt: // return Presets.Power(2.0f, this.weight);
// this.curveMax = this.weight; // case CurvePresets.Sqrt:
// return Presets.Power(0.5f, this.weight); // this.curveMax = this.weight;
// case CurvePresets.Reciprocal: // return Presets.Power(0.5f, this.weight);
// this.curveMax = 1 / 0.01f * this.weight; // case CurvePresets.Reciprocal:
// return Presets.Reciprocal(this.weight); // this.curveMax = 1 / 0.01f * this.weight;
// default: // return Presets.Reciprocal(this.weight);
// this.curveMax = weight; // default:
// return AnimationCurve.Constant(0, 1, weight); // this.curveMax = weight;
// } // return AnimationCurve.Constant(0, 1, weight);
// } // }
// }
public static class Presets {
private const int samples = 32; public static class Presets {
public static AnimationCurve Linear(float weight) { private const int samples = 32;
return AnimationCurve.Linear(0f, 0f, 1000f, weight * 1000); public static AnimationCurve Linear(float weight) {
} return AnimationCurve.Linear(0f, 0f, 1000f, weight * 1000);
public static AnimationCurve Power(float exponent, float weight) { }
// build keyframes public static AnimationCurve Power(float exponent, float weight) {
Keyframe[] keys = new Keyframe[samples]; // build keyframes
for (int i = 0; i < samples; i++) { Keyframe[] keys = new Keyframe[samples];
float t = i / (float)(samples - 1); for (int i = 0; i < samples; i++) {
float v = Mathf.Pow(t, exponent) * weight; float t = i / (float)(samples - 1);
keys[i] = new Keyframe(t, v); float v = Mathf.Pow(t, exponent) * weight;
} keys[i] = new Keyframe(t, v);
}
AnimationCurve curve = new(keys);
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++) { // set tangent modes for each key to Auto (smooth). Use Linear if you prefer straight segments.
AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Auto); for (int i = 0; i < curve.length; i++) {
AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Auto); AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Auto);
} AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Auto);
}
return curve;
} return curve;
public static AnimationCurve Reciprocal(float weight) { }
int samples = 128; public static AnimationCurve Reciprocal(float weight) {
float xMin = 0.001f; int samples = 128;
float xMax = 1; float xMin = 0.001f;
var keys = new Keyframe[samples]; float xMax = 1;
for (int i = 0; i < samples; i++) { var keys = new Keyframe[samples];
float t = i / (float)(samples - 1); for (int i = 0; i < samples; i++) {
float x = Mathf.Lerp(xMin, xMax, t); float t = i / (float)(samples - 1);
float y = 1f / x * weight; float x = Mathf.Lerp(xMin, xMax, t);
keys[i] = new Keyframe(x, y); float y = 1f / x * weight;
} keys[i] = new Keyframe(x, y);
var curve = new AnimationCurve(keys); }
for (int i = 0; i < curve.length; i++) { var curve = new AnimationCurve(keys);
AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Linear); for (int i = 0; i < curve.length; i++) {
AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Linear); AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
} AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Linear);
return curve; }
} return curve;
} }
} }
}
[System.Serializable]
public class Receiver { [Serializable]
[System.NonSerialized] public class Receiver {
public Nucleus nucleus; [NonSerialized]
public int nucleusId; public INucleus nucleus;
//public int nucleusId;
public Receiver(Nucleus nucleus) {
this.nucleus = nucleus; public Receiver(INucleus nucleus) {
this.nucleusId = nucleus.id; this.nucleus = nucleus;
} //this.nucleusId = nucleus.id;
}
public bool Rebuild(NanoBrain brain) {
if (brain == null) { public bool Rebuild(NanoBrain brain) {
return false; if (brain == null) {
} return false;
}
foreach (Nucleus nucleus in brain.nuclei) {
if (nucleus.id == this.nucleusId) { // Use SerializedReference instead?
this.nucleus = nucleus; // foreach (Nucleus nucleus in brain.nuclei) {
return true; // if (nucleus.id == this.nucleusId) {
} // this.nucleus = nucleus;
} // return true;
Debug.LogWarning($"Receiver deserialization error: could not find nucleus with id {this.nucleusId}"); // }
return false; // }
} //Debug.LogWarning($"Receiver deserialization error: could not find nucleus with id {this.nucleusId}");
return false;
}
} }

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@ -1,98 +1,103 @@
using UnityEngine; using UnityEngine;
[System.Serializable] [System.Serializable]
public class Perceptoid : Neuroid { public class Perceptoid : Neuroid {
// A neuroid which has no neurons as input // A neuroid which has no neurons as input
// But receives value from a receptor // But receives value from a receptor
public Receptor receptor;
public string baseName; public NanoBrain brain;
public Receptor receptor;
public int thingId; public string baseName;
//[SerializeField] public int thingId;
// Needs serialization!!!!
[SerializeReference] //[SerializeField]
public PercepteiArray array; // Needs serialization!!!!
[SerializeReference]
#region Serialization public PercepteiArray array;
[SerializeField] #region Serialization
public int thingType;
[SerializeField]
public override void Rebuild(NanoBrain brain) { public int thingType;
base.Rebuild(brain);
this.receptor = Receptor.GetReceptor(brain, thingType); public override void Rebuild(NanoBrain brain) {
this.receptor.perceptei.Add(this); base.Rebuild(brain);
if (string.IsNullOrEmpty(this.baseName)) this.receptor = Receptor.GetReceptor(brain, thingType);
this.baseName = this.name; this.receptor.perceptei.Add(this);
} if (string.IsNullOrEmpty(this.baseName))
this.baseName = this.name;
public override void Deserialize(Nucleus nucleus) { }
base.Deserialize(nucleus);
public override void Deserialize(Nucleus nucleus) {
if (nucleus is Perceptoid perceptoid) base.Deserialize(nucleus);
this.receptor.thingType = perceptoid.thingType;
if (nucleus is Perceptoid perceptoid)
// Point all receivers to this perceptoid instead of the default nucleus this.receptor.thingType = perceptoid.thingType;
foreach (Receiver receiver in nucleus.receivers) {
foreach (Synapse synapse in receiver.nucleus.synapses) { // Point all receivers to this perceptoid instead of the default nucleus
if (synapse.nucleus == nucleus) foreach (Receiver receiver in nucleus.receivers) {
synapse.nucleus = this; 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) { // Point all synapses to this perceptoid instead of the default nucleus
if (receiver.nucleus == nucleus) foreach (Synapse synapse in nucleus.synapses) {
receiver.nucleus = this; 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 // Copying disabled for now
this.receivers = nucleus.receivers; // // Copy all the synapses
} // this.synapses = nucleus.synapses;
// // Copy all receivers
#endregion Serialization // this.receivers = nucleus.receivers;
}
public Perceptoid(NanoBrain brain, int thingType, string name = "sensor") : base(name) {
this.brain = brain; #endregion Serialization
if (this.brain != null) {
this.brain.perceptei.Add(this); public Perceptoid(NanoBrain brain, int thingType, string name = "sensor") : base(name) {
} this.brain = brain;
else this.cluster = brain.cluster;
Debug.LogError("No neuroid network"); if (this.cluster != null) {
brain.perceptei.Add(this);
this.nucleusType = nameof(Perceptoid); }
this.name = name; else
this.baseName = name; Debug.LogError("No neuroid network");
this.thingType = thingType;
this.receptor = Receptor.GetReceptor(brain, thingType); this.nucleusType = nameof(Perceptoid);
this.receptor.perceptei.Add(this); this.name = name;
this.array = new PercepteiArray(this); this.baseName = name;
} this.thingType = thingType;
this.receptor = Receptor.GetReceptor(brain, thingType);
public Perceptoid(PercepteiArray array) : base(array.name) { this.receptor.perceptei.Add(this);
this.array = array; this.array = new PercepteiArray(this);
Perceptoid source = array.perceptei[0]; }
this.brain = source.brain;
if (this.brain != null) { public Perceptoid(PercepteiArray array) : base(array.name) {
this.brain.perceptei.Add(this); this.array = array;
} Perceptoid source = array.perceptei[0];
else this.brain = source.brain;
Debug.LogError("No neuroid network"); this.cluster = source.cluster;
if (this.brain != null) {
this.nucleusType = nameof(Perceptoid); this.brain.perceptei.Add(this);
this.name = source.baseName; }
this.baseName = source.baseName; else
this.thingType = source.thingType; Debug.LogError("No neuroid network");
this.receptor = Receptor.GetReceptor(this.brain, this.thingType);
this.receptor.perceptei.Add(this); this.nucleusType = nameof(Perceptoid);
} this.name = source.baseName;
this.baseName = source.baseName;
public override void UpdateState() { this.thingType = source.thingType;
Vector3 result = this.receptor.localPosition; this.receptor = Receptor.GetReceptor(this.brain, this.thingType);
UpdateResult(result); this.receptor.perceptei.Add(this);
} }
} public override void UpdateState() {
Vector3 result = this.receptor.localPosition;
UpdateResult(result);
}
}

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@ -1,82 +1,82 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using LinearAlgebra; using LinearAlgebra;
public class Receptor { public class Receptor {
/// <summary> /// <summary>
/// The list of perceptoid which can process stimuli from this receptor /// The list of perceptoid which can process stimuli from this receptor
/// </summary> /// </summary>
public List<Perceptoid> perceptei = new(); public List<Perceptoid> perceptei = new();
private int _thingType = 0; private int _thingType = 0;
public int thingType { public int thingType {
get { return _thingType; } get { return _thingType; }
set { set {
_thingType = value; _thingType = value;
foreach (Perceptoid perceptoid in perceptei) { foreach (Perceptoid perceptoid in perceptei) {
perceptoid.thingType = _thingType; perceptoid.thingType = _thingType;
} }
} }
} }
public Vector3 localPosition; public Vector3 localPosition;
public float distanceResolution = 0.1f; public float distanceResolution = 0.1f;
public float directionResolution = 5; public float directionResolution = 5;
public Receptor(NanoBrain brain, int thingType) { public Receptor(NanoBrain brain, int thingType) {
this.thingType = thingType; this.thingType = thingType;
//this.perceptei.Add(perceptoid); //this.perceptei.Add(perceptoid);
brain.receptors.Add(this); brain.receptors.Add(this);
} }
public static Receptor GetReceptor(NanoBrain brain, int thingType) { public static Receptor GetReceptor(NanoBrain brain, int thingType) {
foreach (Receptor receptor in brain.receptors) { foreach (Receptor receptor in brain.receptors) {
if (thingType == 0 || receptor.thingType == thingType) if (thingType == 0 || receptor.thingType == thingType)
return receptor; return receptor;
} }
Receptor newReceptor = new(brain, thingType); Receptor newReceptor = new(brain, thingType);
return newReceptor; return newReceptor;
} }
public virtual void ProcessStimulus(int thingId, Vector3 newLocalPositionVector, string thingName = null) { public virtual void ProcessStimulus(int thingId, Vector3 newLocalPositionVector, string thingName = null) {
this.localPosition = newLocalPositionVector; this.localPosition = newLocalPositionVector;
Perceptoid selectedPerceptoid = null; Perceptoid selectedPerceptoid = null;
foreach (Perceptoid perceptoid in this.perceptei) { foreach (Perceptoid perceptoid in this.perceptei) {
if (perceptoid.thingId == thingId) { if (perceptoid.thingId == thingId) {
// We found an existing perceptoid for this thing // We found an existing perceptoid for this thing
selectedPerceptoid = perceptoid; selectedPerceptoid = perceptoid;
// Do not look any further // Do not look any further
break; break;
} }
else if (perceptoid.isSleeping) { else if (perceptoid.isSleeping) {
// A sleeping perceptoid is not active and can therefore always be reused // A sleeping perceptoid is not active and can therefore always be reused
selectedPerceptoid = perceptoid; selectedPerceptoid = perceptoid;
// Look further because we could find a existing perceptoid for this thing // Look further because we could find a existing perceptoid for this thing
} }
else if (selectedPerceptoid == null) { else if (selectedPerceptoid == null) {
// If we haven't found a perceptoid yet, just start by taking the first // If we haven't found a perceptoid yet, just start by taking the first
selectedPerceptoid = perceptoid; selectedPerceptoid = perceptoid;
} }
else if (selectedPerceptoid.isSleeping == false) { else if (selectedPerceptoid.isSleeping == false) {
// If no existing or sleeping perceptoid is found, we look for the perceptoid // If no existing or sleeping perceptoid is found, we look for the perceptoid
// we the furthest (least interesting) stimulus // we the furthest (least interesting) stimulus
if (perceptoid.receptor.localPosition.magnitude < selectedPerceptoid.receptor.localPosition.magnitude) { if (perceptoid.receptor.localPosition.magnitude < selectedPerceptoid.receptor.localPosition.magnitude) {
Debug.Log($"{selectedPerceptoid.name} {selectedPerceptoid.receptor.localPosition.magnitude} {perceptoid.receptor.localPosition.magnitude} "); Debug.Log($"{selectedPerceptoid.name} {selectedPerceptoid.receptor.localPosition.magnitude} {perceptoid.receptor.localPosition.magnitude} ");
selectedPerceptoid = perceptoid; selectedPerceptoid = perceptoid;
} }
} }
} }
if (selectedPerceptoid == null) { if (selectedPerceptoid == null) {
Debug.Log("No perceptoid selected, stimulus is ignored"); Debug.Log("No perceptoid selected, stimulus is ignored");
return; return;
} }
// Debug.Log($"Stimulus {thingType} {thingId} {selectedPerceptoid.name}"); // Debug.Log($"Stimulus {thingType} {thingId} {selectedPerceptoid.name}");
selectedPerceptoid.thingId = thingId; selectedPerceptoid.thingId = thingId;
if (thingName != null) if (thingName != null)
selectedPerceptoid.name = selectedPerceptoid.baseName + " " + thingName; selectedPerceptoid.name = selectedPerceptoid.baseName + " " + thingName;
selectedPerceptoid.UpdateState(); selectedPerceptoid.UpdateState();
} }
} }

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using UnityEditor;
using UnityEngine;
using System;
using System.Linq;
public class BrainPickerWindow : EditorWindow
{
private Vector2 scroll;
private NanoBrain[] items = new NanoBrain[0];
private Action<NanoBrain> onPicked;
private string search = "";
public static void ShowPicker(Action<NanoBrain> onPicked, string title = "Select NanoBrain")
{
var w = CreateInstance<BrainPickerWindow>();
w.titleContent = new GUIContent(title);
w.minSize = new Vector2(360, 320);
w.onPicked = onPicked;
w.RefreshList();
w.ShowModalUtility(); // modal dialog
}
private void OnEnable() => RefreshList();
private void RefreshList()
{
var guids = AssetDatabase.FindAssets("t:NanoBrain");
items = guids
.Select(g => AssetDatabase.LoadAssetAtPath<NanoBrain>(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();
}
}

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fileFormatVersion: 2
guid: 9197e2d322d23b5798ab4aef729815b0

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@ -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<StyleSheet>("GraphStyles"));
mainContainer = new() {
// name = "main",
style = {
// flexDirection = FlexDirection.Row,
// flexGrow = 1,
height = 450,
}
};
GraphView graph = new();
graph.style.flexGrow = 1;
inspectorContainer = new VisualElement {
// name = "inspector"
};
mainContainer.Add(graph);
mainContainer.Add(inspectorContainer);
root.Add(mainContainer);
// Run once for initial state (use resolved style width if available)
float initialWidth = root.layout.width > 0 ? root.layout.width : root.contentRect.width;
UpdateLayout(initialWidth);
// React to size changes of root (or parent if appropriate)
root.RegisterCallback<GeometryChangedEvent>(evt => {
UpdateLayout(evt.newRect.width);
});
if (cluster != null)
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<NeuroidLayer> layers = new();
private readonly Dictionary<INucleus, Vector2Int> 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<WheelEvent>(OnWheel);
RegisterCallback<MouseDownEvent>(OnMouseDown);
RegisterCallback<MouseMoveEvent>(OnMouseMove);
RegisterCallback<MouseUpEvent>(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<ClusterWrapper>().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<PercepteiArray> drawnArrays = new();
foreach (Synapse synapse in nucleus.synapses) {
Vector3 pos = new(250, margin + row * spacing, 0.0f);
Handles.color = Color.white;
Handles.DrawLine(parentPos, pos);
// if (synapse.nucleus is Perceptoid perceptoid && perceptoid.array != null) {
// // if (drawnArrays.Contains(perceptoid.array))
// // // We already drawn this array
// // continue;
// drawnArrays.Add(perceptoid.array);
// DrawArray(perceptoid.array, pos, size);
// }
// else {
DrawNucleus(synapse.nucleus, pos, maxValue, size);
row++;
// }
}
}
private void DrawNucleus(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<string> synapseNuclei = this.currentNucleus.synapses.Select(synapse => synapse.nucleus.name);
//IEnumerable<string> perceptei = this.currentNucleus.brain.perceptei.Select(i => i.name).Except(synapseNuclei);
IEnumerable<string> nuclei = this.currentNucleus.cluster.nuclei.Select(i => i.name).Except(synapseNuclei);
//string[] names = perceptei.Concat(nuclei).ToArray();
string[] names = nuclei.ToArray();
int selectedIndex = -1;
selectedIndex = EditorGUILayout.Popup("Connect to", selectedIndex, names);
if (selectedIndex >= 0) {
// if (selectedIndex < perceptei.Count()) {
// Nucleus n = this.currentNucleus.brain.perceptei[selectedIndex];
// n.AddReceiver(this.currentNucleus);
// }
// else {
// Nucleus n = this.currentNucleus.brain.nuclei[selectedIndex - perceptei.Count()];
// n.AddReceiver(this.currentNucleus);
// }
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<INucleus> 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
}
}
}

View File

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1fc1fb7db9f7ad54a87d31313e7f457d

View File

@ -1,103 +1,103 @@
using UnityEditor; using UnityEditor;
using UnityEditor.UIElements; using UnityEditor.UIElements;
using UnityEngine; using UnityEngine;
using UnityEngine.UIElements; using UnityEngine.UIElements;
[CustomEditor(typeof(NanoBrainComponent))] [CustomEditor(typeof(NanoBrainComponent))]
public class NanoBrainComponent_Editor : Editor { public class NanoBrainComponent_Editor : Editor {
protected static VisualElement mainContainer; protected static VisualElement mainContainer;
protected static VisualElement inspectorContainer; protected static VisualElement inspectorContainer;
protected NanoBrainComponent component; protected NanoBrainComponent component;
private SerializedProperty brainProp; private SerializedProperty brainProp;
public void OnEnable() { public void OnEnable() {
component = target as NanoBrainComponent; component = target as NanoBrainComponent;
if (Application.isPlaying == false) if (Application.isPlaying == false)
brainProp = serializedObject.FindProperty(nameof(NanoBrainComponent.defaultBrain)); brainProp = serializedObject.FindProperty(nameof(NanoBrainComponent.defaultBrain));
} }
public override VisualElement CreateInspectorGUI() { public override VisualElement CreateInspectorGUI() {
//NanoBrainComponent component = target as NanoBrainComponent; //NanoBrainComponent component = target as NanoBrainComponent;
NanoBrain brain = Application.isPlaying ? component.brain : component.defaultBrain; NanoBrain brain = Application.isPlaying ? component.brain : component.defaultBrain;
if (Application.isPlaying == false) if (Application.isPlaying == false)
serializedObject.Update(); serializedObject.Update();
VisualElement root = new(); VisualElement root = new();
root.style.flexDirection = FlexDirection.Column; // side-by-side layout root.style.flexDirection = FlexDirection.Column; // side-by-side layout
root.style.flexGrow = 1; root.style.flexGrow = 1;
root.style.minHeight = 600; root.style.minHeight = 600;
root.style.paddingLeft = 0; root.style.paddingLeft = 0;
root.style.paddingRight = 0; root.style.paddingRight = 0;
root.style.paddingTop = 0; root.style.paddingTop = 0;
root.style.paddingBottom = 0; root.style.paddingBottom = 0;
root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles")); root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
if (Application.isPlaying == false) { if (Application.isPlaying == false) {
PropertyField brainField = new(brainProp) { PropertyField brainField = new(brainProp) {
label = "Nano Brain" label = "Nano Brain"
}; };
root.Add(brainField); root.Add(brainField);
} }
mainContainer = new() { mainContainer = new() {
name = "main", name = "main",
style = { style = {
flexDirection = FlexDirection.Row, flexDirection = FlexDirection.Row,
flexGrow = 1, flexGrow = 1,
minHeight = 500, minHeight = 500,
} }
}; };
NanoBrainInspector.GraphView board; NanoBrainInspector.GraphView board;
board = new NanoBrainInspector.GraphView(); board = new NanoBrainInspector.GraphView();
board.style.flexGrow = 1; board.style.flexGrow = 1;
inspectorContainer = new VisualElement { inspectorContainer = new VisualElement {
name = "inspector", name = "inspector",
style = { style = {
width = 400, width = 400,
} }
}; };
mainContainer.Add(board); mainContainer.Add(board);
mainContainer.Add(inspectorContainer); mainContainer.Add(inspectorContainer);
root.Add(mainContainer); root.Add(mainContainer);
// Run once for initial state (use resolved style width if available) // Run once for initial state (use resolved style width if available)
float initialWidth = root.layout.width > 0 ? root.layout.width : root.contentRect.width; float initialWidth = root.layout.width > 0 ? root.layout.width : root.contentRect.width;
UpdateLayout(initialWidth); UpdateLayout(initialWidth);
// React to size changes of root (or parent if appropriate) // React to size changes of root (or parent if appropriate)
root.RegisterCallback<GeometryChangedEvent>(evt => { root.RegisterCallback<GeometryChangedEvent>(evt => {
UpdateLayout(evt.newRect.width); UpdateLayout(evt.newRect.width);
}); });
if (brain != null) if (brain != null)
board.SetGraph(component.gameObject, brain, brain.root, inspectorContainer); board.SetGraph(component.gameObject, brain, brain.output, inspectorContainer);
// else // else
// Debug.LogWarning(" No brain!"); // Debug.LogWarning(" No brain!");
if (Application.isPlaying == false) if (Application.isPlaying == false)
serializedObject.ApplyModifiedProperties(); serializedObject.ApplyModifiedProperties();
return root; return root;
} }
private void UpdateLayout(float containerWidth) { private void UpdateLayout(float containerWidth) {
if (containerWidth > 800f) { if (containerWidth > 800f) {
mainContainer.style.flexDirection = FlexDirection.Row; mainContainer.style.flexDirection = FlexDirection.Row;
inspectorContainer.style.width = 400; // fixed sidebar width inspectorContainer.style.width = 400; // fixed sidebar width
inspectorContainer.style.flexGrow = 0; inspectorContainer.style.flexGrow = 0;
} }
else { else {
mainContainer.style.flexDirection = FlexDirection.Column; mainContainer.style.flexDirection = FlexDirection.Column;
inspectorContainer.style.width = Length.Percent(100); // full width below inspectorContainer.style.width = Length.Percent(100); // full width below
inspectorContainer.style.flexDirection = FlexDirection.Column; inspectorContainer.style.flexDirection = FlexDirection.Column;
inspectorContainer.style.flexGrow = 1; // can set 0 or keep as needed inspectorContainer.style.flexGrow = 1; // can set 0 or keep as needed
} }
} }
} }

View File

@ -59,7 +59,7 @@ public class NanoBrainInspector : Editor {
}); });
if (brain != null) if (brain != null)
graph.SetGraph(null, brain, brain.root, inspectorContainer); graph.SetGraph(null, brain, brain.output, inspectorContainer);
else else
Debug.LogWarning(" No brain!"); Debug.LogWarning(" No brain!");
@ -70,10 +70,10 @@ public class NanoBrainInspector : Editor {
public class GraphView : VisualElement { public class GraphView : VisualElement {
NanoBrain brain; NanoBrain brain;
SerializedObject serializedBrain; SerializedObject serializedBrain;
Nucleus currentNucleus; INucleus currentNucleus;
GameObject gameObject; GameObject gameObject;
private List<NeuroidLayer> layers = new(); private List<NeuroidLayer> layers = new();
private readonly Dictionary<Nucleus, Vector2Int> neuroidPositions = new(); private readonly Dictionary<INucleus, Vector2Int> neuroidPositions = new();
Vector2 pan = Vector2.zero; Vector2 pan = Vector2.zero;
//float zoom = 1f; //float zoom = 1f;
@ -127,14 +127,14 @@ public class NanoBrainInspector : Editor {
this.layers = new(); this.layers = new();
int layerIx = 0; int layerIx = 0;
Nucleus selectedNucleus = this.currentNucleus; INucleus selectedNucleus = this.currentNucleus;
if (selectedNucleus == null) if (selectedNucleus == null)
return; return;
NeuroidLayer currentLayer = new() { ix = layerIx }; NeuroidLayer currentLayer = new() { ix = layerIx };
if (selectedNucleus.receivers != null) { if (selectedNucleus.receivers != null) {
foreach (Receiver receiver in selectedNucleus.receivers) { foreach (Receiver receiver in selectedNucleus.receivers) {
Nucleus outputNeuroid = receiver.nucleus; INucleus outputNeuroid = receiver.nucleus;
if (outputNeuroid != null) { if (outputNeuroid != null) {
AddToLayer(currentLayer, outputNeuroid); AddToLayer(currentLayer, outputNeuroid);
// Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}"); // Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}");
@ -156,7 +156,7 @@ public class NanoBrainInspector : Editor {
if (selectedNucleus.synapses != null) { if (selectedNucleus.synapses != null) {
foreach (Synapse synapse in selectedNucleus.synapses) { foreach (Synapse synapse in selectedNucleus.synapses) {
Nucleus input = synapse.nucleus; INucleus input = synapse.nucleus;
AddToLayer(currentLayer, input); AddToLayer(currentLayer, input);
// Debug.Log($"layer {layerIx} nucleus {input.name}"); // Debug.Log($"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) if (nucleus == null)
return; return;
layer.neuroids.Add(nucleus); layer.neuroids.Add(nucleus);
nucleus.layerIx = layer.ix; //nucleus.layerIx = layer.ix;
// Store its position // Store its position
Vector2Int neuroidPosition = new(layer.ix, layer.neuroids.Count - 1); Vector2Int neuroidPosition = new(layer.ix, layer.neuroids.Count - 1);
neuroidPositions[nucleus] = neuroidPosition; neuroidPositions[nucleus] = neuroidPosition;
@ -217,7 +217,7 @@ public class NanoBrainInspector : Editor {
DrawNucleus(this.currentNucleus, position, this.currentNucleus.outputValue.magnitude, 20); 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; int nodeCount = nucleus.receivers.Count;
// Determine the maximum value in this layer // Determine the maximum value in this layer
@ -237,7 +237,7 @@ public class NanoBrainInspector : Editor {
int row = 0; int row = 0;
foreach (Receiver receiver in nucleus.receivers) { foreach (Receiver receiver in nucleus.receivers) {
Nucleus receiverNucleus = receiver.nucleus; INucleus receiverNucleus = receiver.nucleus;
if (receiverNucleus == null) if (receiverNucleus == null)
continue; 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; int nodeCount = nucleus.synapses.Count;
// Determine the maximum value in this layer // 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) if (nucleus.isSleeping)
Handles.color = Color.darkRed; Handles.color = Color.darkRed;
else { else {
@ -358,7 +358,7 @@ public class NanoBrainInspector : Editor {
// To do: add HandleClick (see above) to expand the array // 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; GUIContent tooltip;
if (nucleus is Perceptoid perceptoid) { if (nucleus is Perceptoid perceptoid) {
if (perceptoid.receptor != null) { if (perceptoid.receptor != null) {
@ -391,7 +391,7 @@ public class NanoBrainInspector : Editor {
GUI.Box(tooltipRect, tooltip); GUI.Box(tooltipRect, tooltip);
} }
private void HandleClicked(Nucleus nucleus) { private void HandleClicked(INucleus nucleus) {
this.currentNucleus = nucleus; this.currentNucleus = nucleus;
BuildLayers(); BuildLayers();
} }
@ -484,6 +484,8 @@ public class NanoBrainInspector : Editor {
AddInputNeuron(this.currentNucleus); AddInputNeuron(this.currentNucleus);
if (GUILayout.Button("Add Input Perceptoid")) if (GUILayout.Button("Add Input Perceptoid"))
AddPerceptoid(this.currentNucleus); AddPerceptoid(this.currentNucleus);
if (GUILayout.Button("Add Input Cluster"))
AddCluster(this.currentNucleus);
EditorGUILayout.Space(); EditorGUILayout.Space();
@ -501,18 +503,18 @@ public class NanoBrainInspector : Editor {
inspectorContainer.Add(container); inspectorContainer.Add(container);
} }
protected virtual void AddInputNeuron(Nucleus nucleus) { protected virtual void AddInputNeuron(INucleus nucleus) {
Neuroid newNeuroid = new(this.brain, "New neuron"); Neuroid newNeuroid = new(this.brain.cluster, "New neuron");
newNeuroid.AddReceiver(nucleus); newNeuroid.AddReceiver(nucleus);
this.currentNucleus = newNeuroid; this.currentNucleus = newNeuroid;
BuildLayers(); BuildLayers();
} }
protected virtual void DeleteNeuron(Nucleus nucleus) { protected virtual void DeleteNeuron(INucleus nucleus) {
if (nucleus == null) if (nucleus == null)
return; return;
if (nucleus.brain != null) if (nucleus.cluster != null)
this.currentNucleus = nucleus.brain.root; this.currentNucleus = nucleus.cluster.output;
foreach (Receiver receiver in nucleus.receivers) { foreach (Receiver receiver in nucleus.receivers) {
if (receiver.nucleus != null) { if (receiver.nucleus != null) {
this.currentNucleus = receiver.nucleus; this.currentNucleus = receiver.nucleus;
@ -523,42 +525,55 @@ public class NanoBrainInspector : Editor {
BuildLayers(); BuildLayers();
} }
protected virtual void AddPerceptoid(Nucleus nucleus) { protected virtual void AddPerceptoid(INucleus nucleus) {
Perceptoid newPerceptoid = new(this.brain, 0, "New Perceptoid"); Perceptoid newPerceptoid = new(this.brain, 0, "New Perceptoid");
newPerceptoid.AddReceiver(nucleus); newPerceptoid.AddReceiver(nucleus);
this.currentNucleus = newPerceptoid; this.currentNucleus = newPerceptoid;
BuildLayers(); BuildLayers();
} }
protected virtual void ConnectNucleus(Nucleus nucleus) { protected virtual void AddCluster(INucleus nucleus) {
if (this.currentNucleus.brain == null) 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; return;
IEnumerable<string> synapseNuclei = this.currentNucleus.synapses.Select(synapse => synapse.nucleus.name); IEnumerable<string> synapseNuclei = this.currentNucleus.synapses.Select(synapse => synapse.nucleus.name);
IEnumerable<string> perceptei = this.currentNucleus.brain.perceptei.Select(i => i.name).Except(synapseNuclei); //IEnumerable<string> perceptei = this.currentNucleus.brain.perceptei.Select(i => i.name).Except(synapseNuclei);
IEnumerable<string> nuclei = this.currentNucleus.brain.nuclei.Select(i => i.name).Except(synapseNuclei); IEnumerable<string> nuclei = this.currentNucleus.cluster.nuclei.Select(i => i.name).Except(synapseNuclei);
string[] names = perceptei.Concat(nuclei).ToArray(); //string[] names = perceptei.Concat(nuclei).ToArray();
string[] names = nuclei.ToArray();
int selectedIndex = -1; int selectedIndex = -1;
selectedIndex = EditorGUILayout.Popup("Connect to", selectedIndex, names); selectedIndex = EditorGUILayout.Popup("Connect to", selectedIndex, names);
if (selectedIndex >= 0) { if (selectedIndex >= 0) {
if (selectedIndex < perceptei.Count()) { // if (selectedIndex < perceptei.Count()) {
Nucleus n = this.currentNucleus.brain.perceptei[selectedIndex]; // 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); n.AddReceiver(this.currentNucleus);
}
else {
Nucleus n = this.currentNucleus.brain.nuclei[selectedIndex - perceptei.Count()];
n.AddReceiver(this.currentNucleus);
}
} }
} }
protected virtual void DisconnectNucleus(Nucleus nucleus) { protected virtual void DisconnectNucleus(Nucleus nucleus) {
if (this.currentNucleus.brain == null) if (this.currentNucleus.cluster == null)
return; return;
string[] names = this.currentNucleus.synapses.Select(synapse => synapse.nucleus.name).ToArray(); string[] names = this.currentNucleus.synapses.Select(synapse => synapse.nucleus.name).ToArray();
int selectedIndex = -1; int selectedIndex = -1;
selectedIndex = EditorGUILayout.Popup("Disconnect from", selectedIndex, names); 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 synapse = this.currentNucleus.synapses[selectedIndex];
synapse.nucleus.RemoveReceiver(this.currentNucleus); synapse.nucleus.RemoveReceiver(this.currentNucleus);
} }
@ -586,23 +601,30 @@ public class NanoBrainInspector : Editor {
#endregion Update #endregion Update
} }
/*
public class NeuroidLayer {
public int ix = 0;
public List<INucleus> neuroids = new();
}
*/
public class GraphNodeWrapper : ScriptableObject { public class GraphNodeWrapper : ScriptableObject {
// expose fields that map to GraphNode // expose fields that map to GraphNode
public string title; //public string title;
public Vector2 position; public Vector2 position;
Nucleus node; INucleus node;
NanoBrain graph; // needed to write back and mark dirty 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.node = node;
this.graph = graphAsset; this.graph = graphAsset;
this.title = " A " + node.name; //this.title = " A " + node.name;
//position = node.position; //position = node.position;
return this; return this;
} }
void OnValidate() { void OnValidate() {
if (node != null) { if (node != null) {
node.name = title; //node.name = title;
//node.position = position; //node.position = position;
#if UNITY_EDITOR #if UNITY_EDITOR
if (graph != null) if (graph != null)
@ -610,4 +632,4 @@ public class GraphNodeWrapper : ScriptableObject {
#endif #endif
} }
} }
} }

View File

@ -1,92 +1,95 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
[CreateAssetMenu(menuName = "Passer/NanoBrain")] [CreateAssetMenu(menuName = "Passer/NanoBrain")]
public class NanoBrain : ScriptableObject, ISerializationCallbackReceiver { public class NanoBrain : ScriptableObject, ISerializationCallbackReceiver {
public List<Neuroid> nuclei = new();
public string title; public List<Perceptoid> perceptei = new();
public int count; public List<Receptor> receptors = new();
public Color color = Color.white;
public Texture2D texture; public Cluster cluster;
public List<Neuroid> nuclei = new(); // This is probably always the first element in the nuclei list...
public List<Perceptoid> perceptei = new(); [System.NonSerialized]
public List<Receptor> receptors = new(); public Nucleus output;
public int rootId;
// This is probably always the first element in the nuclei list...
[System.NonSerialized] public NanoBrain() {
public Nucleus root; this.output = new Neuroid(this.cluster, "Root");
public int rootId; this.cluster = new();
}
public NanoBrain() {
this.root = new Neuroid(this, "Root"); public void AddReceiver(INucleus receiver) {
} output.AddReceiver(receiver);
}
public Neuroid AddNeuron(string name) {
Neuroid neuroid = new(this, name); public Neuroid AddNeuron(string name) {
return neuroid; Neuroid neuroid = new(this.cluster, name);
} return neuroid;
}
public void UpdateNuclei() {
foreach (Nucleus nucleus in nuclei) public void UpdateNuclei() {
nucleus.IncreaseAge(); foreach (Nucleus nucleus in nuclei)
foreach (Perceptoid perception in perceptei) nucleus.IncreaseAge();
perception.IncreaseAge(); foreach (Perceptoid perception in perceptei)
} perception.IncreaseAge();
}
public void OnBeforeSerialize() {
this.rootId = root.id; public void OnBeforeSerialize() {
} this.rootId = output.id;
public void OnAfterDeserialize() { }
try { public void OnAfterDeserialize() {
foreach (Nucleus nucleus in this.nuclei.ToArray()) { try {
if (this.rootId == nucleus.id) foreach (Nucleus nucleus in this.nuclei.ToArray()) {
this.root = nucleus; if (this.rootId == nucleus.id)
nucleus.Rebuild(this); this.output = nucleus;
} nucleus.Rebuild(this);
}
foreach (Perceptoid perceptoid in this.perceptei.ToArray())
perceptoid.Rebuild(this); foreach (Perceptoid perceptoid in this.perceptei.ToArray())
} perceptoid.Rebuild(this);
catch (System.Exception) { } }
this.GarbageCollection(); catch (System.Exception) { }
} this.cluster.GarbageCollection();
}
public void GarbageCollection() {
HashSet<Nucleus> visitedNuclei = new(); /*
MarkNuclei(visitedNuclei, this.root); public void GarbageCollection() {
//Debug.Log($"Garbage collection found {visitedNuclei.Count} Nuclei"); HashSet<INucleus> visitedNuclei = new();
this.nuclei.RemoveAll(nucleus => visitedNuclei.Contains(nucleus) == false); MarkNuclei(visitedNuclei, this.output);
this.perceptei.RemoveAll(perceptoid => visitedNuclei.Contains(perceptoid) == false); //Debug.Log($"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<Nucleus> visitedNuclei, Nucleus nucleus) { }
if (nucleus is null)
return; public void MarkNuclei(HashSet<INucleus> visitedNuclei, INucleus nucleus) {
if (nucleus is null)
if (nucleus.brain == null) return;
nucleus.brain = this;
if (nucleus.brain == null)
visitedNuclei.Add(nucleus); nucleus.brain = this;
if (nucleus.synapses != null) {
HashSet<Synapse> visitedSynapses = new(); visitedNuclei.Add(nucleus);
foreach (Synapse synapse in nucleus.synapses) { if (nucleus.synapses != null) {
if (synapse != null && synapse.nucleus != null) { HashSet<Synapse> visitedSynapses = new();
visitedSynapses.Add(synapse); foreach (Synapse synapse in nucleus.synapses) {
MarkNuclei(visitedNuclei, synapse.nucleus); 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) { nucleus.synapses.RemoveAll(synapse => visitedSynapses.Contains(synapse) == false);
HashSet<Receiver> visitedReceivers = new(); }
foreach (Receiver receiver in nucleus.receivers) { if (nucleus.receivers != null) {
if (receiver != null && receiver.nucleus != null) { HashSet<Receiver> visitedReceivers = new();
visitedReceivers.Add(receiver); foreach (Receiver receiver in nucleus.receivers) {
visitedNuclei.Add(receiver.nucleus); if (receiver != null && receiver.nucleus != null) {
} visitedReceivers.Add(receiver);
} visitedNuclei.Add(receiver.nucleus);
nucleus.receivers.RemoveAll(receiver => visitedReceivers.Contains(receiver) == false); }
} }
} nucleus.receivers.RemoveAll(receiver => visitedReceivers.Contains(receiver) == false);
}
}
*/
} }

View File

@ -1,33 +1,33 @@
using UnityEngine; using UnityEngine;
public class NanoBrainComponent : MonoBehaviour { public class NanoBrainComponent : MonoBehaviour {
public NanoBrain defaultBrain; public NanoBrain defaultBrain;
private NanoBrain brainInstance; private NanoBrain brainInstance;
public Nucleus root => brainInstance.root; public Nucleus root => brainInstance.output;
public NanoBrain brain { public NanoBrain brain {
get { get {
if (brainInstance == null && defaultBrain != null) { if (brainInstance == null && defaultBrain != null) {
brainInstance = Instantiate(defaultBrain); brainInstance = Instantiate(defaultBrain);
brainInstance.name = defaultBrain.name + " (Instance)"; brainInstance.name = defaultBrain.name + " (Instance)";
SwarmControl sc = FindFirstObjectByType<SwarmControl>(); SwarmControl sc = FindFirstObjectByType<SwarmControl>();
UpdateWeight(brainInstance, "Avoidance", sc.avoidanceForce); UpdateWeight(brainInstance, "Avoidance", sc.avoidanceForce);
UpdateWeight(brainInstance, "Cohesion", sc.cohesionForce); UpdateWeight(brainInstance, "Cohesion", sc.cohesionForce);
UpdateWeight(brainInstance, "Separation", sc.separationForce); UpdateWeight(brainInstance, "Separation", sc.separationForce);
UpdateWeight(brainInstance, "Alignment", sc.alignmentForce); UpdateWeight(brainInstance, "Alignment", sc.alignmentForce);
} }
return brainInstance; return brainInstance;
} }
} }
public static void UpdateWeight(NanoBrain brain, string name, float weight) { public static void UpdateWeight(NanoBrain brain, string name, float weight) {
Nucleus root = brain.root; Nucleus root = brain.output;
foreach (Synapse synapse in root.synapses) { foreach (Synapse synapse in root.synapses) {
if (synapse.nucleus.name == name) { if (synapse.nucleus.name == name) {
synapse.weight = weight; synapse.weight = weight;
} }
} }
} }
} }

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@ -0,0 +1,20 @@
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