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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@ -51,8 +51,10 @@
<ItemGroup>
<Compile Include="Assets/NanoBrain/VisualEditor/Editor/NanoBrainEditor.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/NanoBrain/Editor/NeuroidWindow.cs" />
<Compile Include="Assets/NanoBrain/VisualEditor/Editor/ClusterInspector.cs" />
<Compile Include="Assets/NanoBrain/VisualEditor/Editor/NanoBrainComponent_Editor.cs" />
</ItemGroup>
<ItemGroup>

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@ -71,12 +71,14 @@
<Compile Include="Assets/NanoBrain/VisualEditor/NanoBrainComponent.cs" />
<Compile Include="Assets/NanoBrain/LinearAlgebra/src/Vector2Int.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/test/Vector3FloatTest.cs" />
<Compile Include="Assets/NanoBrain/LinearAlgebra/test/QuaternionTest.cs" />
<Compile Include="Assets/Scenes/Boids/Scripts/Boid.cs" />
<Compile Include="Assets/NanoBrain/LinearAlgebra/src/SwingTwist.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/Neuroid.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 System.Linq;
using System.Collections.Generic;
public class NeuroidLayer {
public int ix = 0;
public List<Nucleus> neuroids = new();
}
public class GraphEditorWindow : EditorWindow {
private Nucleus currentNucleus;
private List<Neuroid> allNeuroids;
private Dictionary<Nucleus, Vector2Int> neuroidPositions = new();
private List<NeuroidLayer> layers = new();
private void OnEnable() {
EditorApplication.update += EditorUpdate;
Selection.selectionChanged += OnSelectionChange;
SelectNeuron();
}
private void AddToLayer(NeuroidLayer layer, Nucleus nucleus) {
layer.neuroids.Add(nucleus);
nucleus.layerIx = layer.ix;
// Store its position
Vector2Int neuroidPosition = new(layer.ix, layer.neuroids.Count - 1);
neuroidPositions[nucleus] = neuroidPosition;
}
private void BuildLayers() {
// A temporary list to track what's been added to layers
this.layers = new();
int layerIx = 0;
Nucleus selectedNucleus = this.currentNucleus;
if (selectedNucleus == null)
return;
NeuroidLayer currentLayer = new() { ix = layerIx };
//foreach (Nucleus outputNeuroid in selectedNucleus.receivers) {
foreach (Receiver receiver in selectedNucleus.receivers) {
Nucleus outputNeuroid = receiver.nucleus;
if (outputNeuroid != null) {
AddToLayer(currentLayer, outputNeuroid);
Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}");
}
}
if (currentLayer.neuroids.Count > 0) {
this.layers.Add(currentLayer);
layerIx++;
currentLayer = new() { ix = layerIx };
}
AddToLayer(currentLayer, selectedNucleus);
this.layers.Add(currentLayer);
Debug.Log($"layer {layerIx} nucleus {selectedNucleus.name}");
layerIx++;
currentLayer = new() { ix = layerIx };
int six = 0;
// foreach (Synapse synapse in selectedNucleus.synapses.Values) {
// Debug.Log($"Synapse {six}");
// Nucleus input = synapse.neuroid;
//foreach ((Nucleus input, Synapse synapse) in selectedNucleus.synapses) {
//foreach ((Nucleus input, float weight) in selectedNucleus.synapses) {
foreach (Synapse synapse in selectedNucleus.synapses) {
Nucleus input = synapse.nucleus;
if (input != null) {
AddToLayer(currentLayer, input);
Debug.Log($"layer {layerIx} nucleus {input.name}");
}
six++;
}
if (currentLayer.neuroids.Count > 0) {
this.layers.Add(currentLayer);
}
}
private void BuildLayers_old(List<Neuroid> neuroids) {
if (neuroids == null)
return;
// A temporary list to track what's been added to layers
this.layers = new();
HashSet<Neuroid> neuronVisited = new();
int layerIx = 0;
// While there are unvisited neuroid
while (neuroids.Any(neuroid => !neuronVisited.Contains(neuroid))) {
// Create the next layer
NeuroidLayer currentLayer = new() { ix = layerIx };
int neuroidIx = 0;
foreach (Neuroid neuroid in neuroids) {
// Skip neurons we already processed
if (neuronVisited.Contains(neuroid))
continue;
// if (neuroid.IsStale()) {
// Debug.Log($"neuron {neuroid.name} is stale {neuroid.stale}");
// neuronVisited.Add(neuroid);
// continue;
// }
// If the output neuroid is visited
// Note: this does not yet work for multiple outputs yet (see the use of First())
// if (neuroid.receivers.Count == 0 // make sure the root neuroids are processed directly
// || (neuronVisited.Contains(neuroid.receivers.First()) && neuroid.receivers.First().layerIx == layerIx - 1)) {
if (neuroid.receivers.Count == 0 // make sure the root neuroids are processed directly
|| (neuronVisited.Contains(neuroid.receivers.First().nucleus) && neuroid.receivers.First().nucleus.layerIx == layerIx - 1)) {
// Add it to the next layer
currentLayer.neuroids.Add(neuroid);
neuroid.layerIx = layerIx;
// Register it as visited
neuronVisited.Add(neuroid);
// Store its position
Vector2Int neuroidPosition = new(layerIx, neuroidIx);
neuroidPositions[neuroid] = neuroidPosition;
neuroidIx++;
Debug.Log($"Layer {layerIx} neuron {neuroidIx} name {neuroid.name}");
}
}
if (currentLayer.neuroids.Count > 0) {
this.layers.Add(currentLayer);
layerIx++;
}
}
}
private void OnDisable() {
EditorApplication.update -= EditorUpdate;
Selection.selectionChanged -= OnSelectionChange;
}
private void OnSelectionChange() {
SelectNeuron();
Repaint();
}
private void EditorUpdate() {
if (EditorApplication.isPlaying)
Repaint();
}
private void OnGUI() {
GUILayout.Label("Graph Visualizer", EditorStyles.boldLabel);
DrawGraph();
}
private void DrawGraph() {
if (currentNucleus == null)
return;
foreach (NeuroidLayer layer in layers)
DrawLayer(layer);
}
private void DrawLayer(NeuroidLayer layer) {
int column = layer.ix * 100;
int nodeCount = layer.neuroids.Count;
float maxValue = 0;
foreach (Nucleus nucleus in layer.neuroids) {
if (nucleus is Neuroid neuroid) {
float value = neuroid.outputValue.magnitude;
if (value > maxValue)
maxValue = value;
}
}
float spacing = 400f / nodeCount;
float margin = 100 + spacing / 2;
foreach (Nucleus layerNucleus in layer.neuroids) {
if (layerNucleus is Neuroid layerNeuroid) {
Vector2Int layerNeuroidPos = this.neuroidPositions[layerNeuroid];
Vector3 parentPos = new(100 + layerNeuroidPos.x * 100, margin + layerNeuroidPos.y * spacing, 0.1f);
int i = 0;
float inputSpacing = 400f / layerNeuroid.synapses.Count;
float inputMargin = 100 + inputSpacing / 2;
// foreach (Synapse synapse in layerNeuroid.synapses.Values) {
// if (synapse.neuroid != null) {
// if (this.neuroidPositions.ContainsKey(synapse.neuroid)) {
// Vector2Int inputNeuroidPos = this.neuroidPositions[synapse.neuroid];
//foreach ((Nucleus neuroid, Synapse synapse) in layerNeuroid.synapses) {
//foreach ((Nucleus neuroid, float weight) in layerNeuroid.synapses) {
foreach (Synapse synapse in layerNeuroid.synapses) {
Nucleus neuroid = synapse.nucleus;
float weight = synapse.weight;
if (neuroid != null) {
if (this.neuroidPositions.ContainsKey(neuroid)) {
Vector2Int inputNeuroidPos = this.neuroidPositions[neuroid];
if (inputNeuroidPos.x == layerNeuroidPos.x + 1) {
Vector3 pos = new(100 + inputNeuroidPos.x * 100, inputMargin + inputNeuroidPos.y * inputSpacing, 0.0f);
//float brightness = synapse.weight / 10.0f;
float brightness = weight / 10.0f;
Handles.color = new Color(brightness, brightness, brightness);
Handles.DrawLine(parentPos, pos);
}
}
}
}
float size = 20;
if (layerNeuroid.isSleeping)
Handles.color = Color.black;
else {
float brightness = layerNeuroid.outputValue.magnitude / maxValue;
Handles.color = new Color(brightness, brightness, brightness);
}
Handles.DrawSolidDisc(parentPos, Vector3.forward, size);
Vector3 labelPos = parentPos - Vector3.down * (size + 0.2f); // below disc along up axis
GUIStyle style = new GUIStyle(EditorStyles.label) {
alignment = TextAnchor.UpperCenter,
normal = { textColor = Color.white },
fontStyle = FontStyle.Bold
};
Handles.Label(labelPos, layerNeuroid.name, style);
Rect neuronRect = new(parentPos.x - size, parentPos.y - size, size * 2, size * 2);
Event e = Event.current;
if (e != null && neuronRect.Contains(e.mousePosition)) {
HandleMouseHover(layerNeuroid, neuronRect);
// Process click
if (e.type == EventType.MouseDown && e.button == 0) {
// Consume the event so the scene doesn't also handle it
e.Use();
HandleDiscClicked(layerNeuroid);
}
}
i++;
}
}
}
private void HandleMouseHover(Neuroid neuroid, Rect rect) {
GUIContent tooltip;
// if (neuroid is SensoryNeuroid sensoryNeuroid) {
// tooltip = new(
// $"{sensoryNeuroid.name}" +
// $"\nThing {sensoryNeuroid.receptor.thingType}" +
// $"\nValue: {neuroid.outputValue}");
// }
// else {
tooltip = new(
$"{neuroid.name}" +
$"\nsynapse count {neuroid.synapses.Count}" +
$"\nValue: {neuroid.outputValue}");
// }
Vector2 mousePosition = Event.current.mousePosition;
// Display tooltip with some offset
Vector2 tooltipSize = GUI.skin.box.CalcSize(tooltip);
Rect tooltipRect = new Rect(mousePosition.x + 10, mousePosition.y + 10, tooltipSize.x, tooltipSize.y);
GUI.Box(tooltipRect, tooltip);
}
private void HandleDiscClicked(Nucleus nucleus) {
this.currentNucleus = nucleus;
BuildLayers();
}
// Update node colors based on selected GameObjects
private void SelectNeuron() {
GameObject[] selectedObjects = Selection.gameObjects;
if (selectedObjects.Length == 0)
return;
GameObject selectedObject = selectedObjects[0];
Boid boid = selectedObject.GetComponent<Boid>();
if (boid == null)
return;
// Nucleus neuroid = boid.behaviour;
// this.currentNucleus = neuroid;
// if (neuroid == null)
// this.allNeuroids = new();
// else
// this.allNeuroids = neuroid.brain.neuroids;
// Debug.Log($"Neuroncount = {this.allNeuroids.Count}");
// BuildLayers();
// Debug.Log($"Layercount = {this.layers.Count}");
}
[MenuItem("Window/Neuroid Visualizer")]
public static void ShowWindow() {
GetWindow<GraphEditorWindow>("Neuroid Visualizer");
}
}
/*
using UnityEditor;
using UnityEngine;
using System.Linq;
using System.Collections.Generic;
public class NeuroidLayer {
public int ix = 0;
public List<Nucleus> neuroids = new();
}
public class GraphEditorWindow : EditorWindow {
private Nucleus currentNucleus;
private List<Neuroid> allNeuroids;
private Dictionary<Nucleus, Vector2Int> neuroidPositions = new();
private List<NeuroidLayer> layers = new();
private void OnEnable() {
EditorApplication.update += EditorUpdate;
Selection.selectionChanged += OnSelectionChange;
SelectNeuron();
}
private void AddToLayer(NeuroidLayer layer, Nucleus nucleus) {
layer.neuroids.Add(nucleus);
nucleus.layerIx = layer.ix;
// Store its position
Vector2Int neuroidPosition = new(layer.ix, layer.neuroids.Count - 1);
neuroidPositions[nucleus] = neuroidPosition;
}
private void BuildLayers() {
// A temporary list to track what's been added to layers
this.layers = new();
int layerIx = 0;
Nucleus selectedNucleus = this.currentNucleus;
if (selectedNucleus == null)
return;
NeuroidLayer currentLayer = new() { ix = layerIx };
//foreach (Nucleus outputNeuroid in selectedNucleus.receivers) {
foreach (Receiver receiver in selectedNucleus.receivers) {
Nucleus outputNeuroid = receiver.nucleus;
if (outputNeuroid != null) {
AddToLayer(currentLayer, outputNeuroid);
Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}");
}
}
if (currentLayer.neuroids.Count > 0) {
this.layers.Add(currentLayer);
layerIx++;
currentLayer = new() { ix = layerIx };
}
AddToLayer(currentLayer, selectedNucleus);
this.layers.Add(currentLayer);
Debug.Log($"layer {layerIx} nucleus {selectedNucleus.name}");
layerIx++;
currentLayer = new() { ix = layerIx };
int six = 0;
// foreach (Synapse synapse in selectedNucleus.synapses.Values) {
// Debug.Log($"Synapse {six}");
// Nucleus input = synapse.neuroid;
//foreach ((Nucleus input, Synapse synapse) in selectedNucleus.synapses) {
//foreach ((Nucleus input, float weight) in selectedNucleus.synapses) {
foreach (Synapse synapse in selectedNucleus.synapses) {
Nucleus input = synapse.nucleus;
if (input != null) {
AddToLayer(currentLayer, input);
Debug.Log($"layer {layerIx} nucleus {input.name}");
}
six++;
}
if (currentLayer.neuroids.Count > 0) {
this.layers.Add(currentLayer);
}
}
private void BuildLayers_old(List<Neuroid> neuroids) {
if (neuroids == null)
return;
// A temporary list to track what's been added to layers
this.layers = new();
HashSet<Neuroid> neuronVisited = new();
int layerIx = 0;
// While there are unvisited neuroid
while (neuroids.Any(neuroid => !neuronVisited.Contains(neuroid))) {
// Create the next layer
NeuroidLayer currentLayer = new() { ix = layerIx };
int neuroidIx = 0;
foreach (Neuroid neuroid in neuroids) {
// Skip neurons we already processed
if (neuronVisited.Contains(neuroid))
continue;
// if (neuroid.IsStale()) {
// Debug.Log($"neuron {neuroid.name} is stale {neuroid.stale}");
// neuronVisited.Add(neuroid);
// continue;
// }
// If the output neuroid is visited
// Note: this does not yet work for multiple outputs yet (see the use of First())
// if (neuroid.receivers.Count == 0 // make sure the root neuroids are processed directly
// || (neuronVisited.Contains(neuroid.receivers.First()) && neuroid.receivers.First().layerIx == layerIx - 1)) {
if (neuroid.receivers.Count == 0 // make sure the root neuroids are processed directly
|| (neuronVisited.Contains(neuroid.receivers.First().nucleus) && neuroid.receivers.First().nucleus.layerIx == layerIx - 1)) {
// Add it to the next layer
currentLayer.neuroids.Add(neuroid);
neuroid.layerIx = layerIx;
// Register it as visited
neuronVisited.Add(neuroid);
// Store its position
Vector2Int neuroidPosition = new(layerIx, neuroidIx);
neuroidPositions[neuroid] = neuroidPosition;
neuroidIx++;
Debug.Log($"Layer {layerIx} neuron {neuroidIx} name {neuroid.name}");
}
}
if (currentLayer.neuroids.Count > 0) {
this.layers.Add(currentLayer);
layerIx++;
}
}
}
private void OnDisable() {
EditorApplication.update -= EditorUpdate;
Selection.selectionChanged -= OnSelectionChange;
}
private void OnSelectionChange() {
SelectNeuron();
Repaint();
}
private void EditorUpdate() {
if (EditorApplication.isPlaying)
Repaint();
}
private void OnGUI() {
GUILayout.Label("Graph Visualizer", EditorStyles.boldLabel);
DrawGraph();
}
private void DrawGraph() {
if (currentNucleus == null)
return;
foreach (NeuroidLayer layer in layers)
DrawLayer(layer);
}
private void DrawLayer(NeuroidLayer layer) {
int column = layer.ix * 100;
int nodeCount = layer.neuroids.Count;
float maxValue = 0;
foreach (Nucleus nucleus in layer.neuroids) {
if (nucleus is Neuroid neuroid) {
float value = neuroid.outputValue.magnitude;
if (value > maxValue)
maxValue = value;
}
}
float spacing = 400f / nodeCount;
float margin = 100 + spacing / 2;
foreach (Nucleus layerNucleus in layer.neuroids) {
if (layerNucleus is Neuroid layerNeuroid) {
Vector2Int layerNeuroidPos = this.neuroidPositions[layerNeuroid];
Vector3 parentPos = new(100 + layerNeuroidPos.x * 100, margin + layerNeuroidPos.y * spacing, 0.1f);
int i = 0;
float inputSpacing = 400f / layerNeuroid.synapses.Count;
float inputMargin = 100 + inputSpacing / 2;
// foreach (Synapse synapse in layerNeuroid.synapses.Values) {
// if (synapse.neuroid != null) {
// if (this.neuroidPositions.ContainsKey(synapse.neuroid)) {
// Vector2Int inputNeuroidPos = this.neuroidPositions[synapse.neuroid];
//foreach ((Nucleus neuroid, Synapse synapse) in layerNeuroid.synapses) {
//foreach ((Nucleus neuroid, float weight) in layerNeuroid.synapses) {
foreach (Synapse synapse in layerNeuroid.synapses) {
Nucleus neuroid = synapse.nucleus;
float weight = synapse.weight;
if (neuroid != null) {
if (this.neuroidPositions.ContainsKey(neuroid)) {
Vector2Int inputNeuroidPos = this.neuroidPositions[neuroid];
if (inputNeuroidPos.x == layerNeuroidPos.x + 1) {
Vector3 pos = new(100 + inputNeuroidPos.x * 100, inputMargin + inputNeuroidPos.y * inputSpacing, 0.0f);
//float brightness = synapse.weight / 10.0f;
float brightness = weight / 10.0f;
Handles.color = new Color(brightness, brightness, brightness);
Handles.DrawLine(parentPos, pos);
}
}
}
}
float size = 20;
if (layerNeuroid.isSleeping)
Handles.color = Color.black;
else {
float brightness = layerNeuroid.outputValue.magnitude / maxValue;
Handles.color = new Color(brightness, brightness, brightness);
}
Handles.DrawSolidDisc(parentPos, Vector3.forward, size);
Vector3 labelPos = parentPos - Vector3.down * (size + 0.2f); // below disc along up axis
GUIStyle style = new GUIStyle(EditorStyles.label) {
alignment = TextAnchor.UpperCenter,
normal = { textColor = Color.white },
fontStyle = FontStyle.Bold
};
Handles.Label(labelPos, layerNeuroid.name, style);
Rect neuronRect = new(parentPos.x - size, parentPos.y - size, size * 2, size * 2);
Event e = Event.current;
if (e != null && neuronRect.Contains(e.mousePosition)) {
HandleMouseHover(layerNeuroid, neuronRect);
// Process click
if (e.type == EventType.MouseDown && e.button == 0) {
// Consume the event so the scene doesn't also handle it
e.Use();
HandleDiscClicked(layerNeuroid);
}
}
i++;
}
}
}
private void HandleMouseHover(Neuroid neuroid, Rect rect) {
GUIContent tooltip;
// if (neuroid is SensoryNeuroid sensoryNeuroid) {
// tooltip = new(
// $"{sensoryNeuroid.name}" +
// $"\nThing {sensoryNeuroid.receptor.thingType}" +
// $"\nValue: {neuroid.outputValue}");
// }
// else {
tooltip = new(
$"{neuroid.name}" +
$"\nsynapse count {neuroid.synapses.Count}" +
$"\nValue: {neuroid.outputValue}");
// }
Vector2 mousePosition = Event.current.mousePosition;
// Display tooltip with some offset
Vector2 tooltipSize = GUI.skin.box.CalcSize(tooltip);
Rect tooltipRect = new Rect(mousePosition.x + 10, mousePosition.y + 10, tooltipSize.x, tooltipSize.y);
GUI.Box(tooltipRect, tooltip);
}
private void HandleDiscClicked(Nucleus nucleus) {
this.currentNucleus = nucleus;
BuildLayers();
}
// Update node colors based on selected GameObjects
private void SelectNeuron() {
GameObject[] selectedObjects = Selection.gameObjects;
if (selectedObjects.Length == 0)
return;
GameObject selectedObject = selectedObjects[0];
Boid boid = selectedObject.GetComponent<Boid>();
if (boid == null)
return;
// Nucleus neuroid = boid.behaviour;
// this.currentNucleus = neuroid;
// if (neuroid == null)
// this.allNeuroids = new();
// else
// this.allNeuroids = neuroid.brain.neuroids;
// Debug.Log($"Neuroncount = {this.allNeuroids.Count}");
// BuildLayers();
// Debug.Log($"Layercount = {this.layers.Count}");
}
[MenuItem("Window/Neuroid Visualizer")]
public static void ShowWindow() {
GetWindow<GraphEditorWindow>("Neuroid Visualizer");
}
}
*/

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

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

View File

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

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

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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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@ -0,0 +1,2 @@
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.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
[CustomEditor(typeof(NanoBrainComponent))]
public class NanoBrainComponent_Editor : Editor {
protected static VisualElement mainContainer;
protected static VisualElement inspectorContainer;
protected NanoBrainComponent component;
private SerializedProperty brainProp;
public void OnEnable() {
component = target as NanoBrainComponent;
if (Application.isPlaying == false)
brainProp = serializedObject.FindProperty(nameof(NanoBrainComponent.defaultBrain));
}
public override VisualElement CreateInspectorGUI() {
//NanoBrainComponent component = target as NanoBrainComponent;
NanoBrain brain = Application.isPlaying ? component.brain : component.defaultBrain;
if (Application.isPlaying == false)
serializedObject.Update();
VisualElement root = new();
root.style.flexDirection = FlexDirection.Column; // side-by-side layout
root.style.flexGrow = 1;
root.style.minHeight = 600;
root.style.paddingLeft = 0;
root.style.paddingRight = 0;
root.style.paddingTop = 0;
root.style.paddingBottom = 0;
root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
if (Application.isPlaying == false) {
PropertyField brainField = new(brainProp) {
label = "Nano Brain"
};
root.Add(brainField);
}
mainContainer = new() {
name = "main",
style = {
flexDirection = FlexDirection.Row,
flexGrow = 1,
minHeight = 500,
}
};
NanoBrainInspector.GraphView board;
board = new NanoBrainInspector.GraphView();
board.style.flexGrow = 1;
inspectorContainer = new VisualElement {
name = "inspector",
style = {
width = 400,
}
};
mainContainer.Add(board);
mainContainer.Add(inspectorContainer);
root.Add(mainContainer);
// Run once for initial state (use resolved style width if available)
float initialWidth = root.layout.width > 0 ? root.layout.width : root.contentRect.width;
UpdateLayout(initialWidth);
// React to size changes of root (or parent if appropriate)
root.RegisterCallback<GeometryChangedEvent>(evt => {
UpdateLayout(evt.newRect.width);
});
if (brain != null)
board.SetGraph(component.gameObject, brain, brain.root, inspectorContainer);
// else
// Debug.LogWarning(" No brain!");
if (Application.isPlaying == false)
serializedObject.ApplyModifiedProperties();
return root;
}
private void UpdateLayout(float containerWidth) {
if (containerWidth > 800f) {
mainContainer.style.flexDirection = FlexDirection.Row;
inspectorContainer.style.width = 400; // fixed sidebar width
inspectorContainer.style.flexGrow = 0;
}
else {
mainContainer.style.flexDirection = FlexDirection.Column;
inspectorContainer.style.width = Length.Percent(100); // full width below
inspectorContainer.style.flexDirection = FlexDirection.Column;
inspectorContainer.style.flexGrow = 1; // can set 0 or keep as needed
}
}
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
[CustomEditor(typeof(NanoBrainComponent))]
public class NanoBrainComponent_Editor : Editor {
protected static VisualElement mainContainer;
protected static VisualElement inspectorContainer;
protected NanoBrainComponent component;
private SerializedProperty brainProp;
public void OnEnable() {
component = target as NanoBrainComponent;
if (Application.isPlaying == false)
brainProp = serializedObject.FindProperty(nameof(NanoBrainComponent.defaultBrain));
}
public override VisualElement CreateInspectorGUI() {
//NanoBrainComponent component = target as NanoBrainComponent;
NanoBrain brain = Application.isPlaying ? component.brain : component.defaultBrain;
if (Application.isPlaying == false)
serializedObject.Update();
VisualElement root = new();
root.style.flexDirection = FlexDirection.Column; // side-by-side layout
root.style.flexGrow = 1;
root.style.minHeight = 600;
root.style.paddingLeft = 0;
root.style.paddingRight = 0;
root.style.paddingTop = 0;
root.style.paddingBottom = 0;
root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
if (Application.isPlaying == false) {
PropertyField brainField = new(brainProp) {
label = "Nano Brain"
};
root.Add(brainField);
}
mainContainer = new() {
name = "main",
style = {
flexDirection = FlexDirection.Row,
flexGrow = 1,
minHeight = 500,
}
};
NanoBrainInspector.GraphView board;
board = new NanoBrainInspector.GraphView();
board.style.flexGrow = 1;
inspectorContainer = new VisualElement {
name = "inspector",
style = {
width = 400,
}
};
mainContainer.Add(board);
mainContainer.Add(inspectorContainer);
root.Add(mainContainer);
// Run once for initial state (use resolved style width if available)
float initialWidth = root.layout.width > 0 ? root.layout.width : root.contentRect.width;
UpdateLayout(initialWidth);
// React to size changes of root (or parent if appropriate)
root.RegisterCallback<GeometryChangedEvent>(evt => {
UpdateLayout(evt.newRect.width);
});
if (brain != null)
board.SetGraph(component.gameObject, brain, brain.output, inspectorContainer);
// else
// Debug.LogWarning(" No brain!");
if (Application.isPlaying == false)
serializedObject.ApplyModifiedProperties();
return root;
}
private void UpdateLayout(float containerWidth) {
if (containerWidth > 800f) {
mainContainer.style.flexDirection = FlexDirection.Row;
inspectorContainer.style.width = 400; // fixed sidebar width
inspectorContainer.style.flexGrow = 0;
}
else {
mainContainer.style.flexDirection = FlexDirection.Column;
inspectorContainer.style.width = Length.Percent(100); // full width below
inspectorContainer.style.flexDirection = FlexDirection.Column;
inspectorContainer.style.flexGrow = 1; // can set 0 or keep as needed
}
}
}

View File

@ -59,7 +59,7 @@ public class NanoBrainInspector : Editor {
});
if (brain != null)
graph.SetGraph(null, brain, brain.root, inspectorContainer);
graph.SetGraph(null, brain, brain.output, inspectorContainer);
else
Debug.LogWarning(" No brain!");
@ -70,10 +70,10 @@ public class NanoBrainInspector : Editor {
public class GraphView : VisualElement {
NanoBrain brain;
SerializedObject serializedBrain;
Nucleus currentNucleus;
INucleus currentNucleus;
GameObject gameObject;
private List<NeuroidLayer> layers = new();
private readonly Dictionary<Nucleus, Vector2Int> neuroidPositions = new();
private readonly Dictionary<INucleus, Vector2Int> neuroidPositions = new();
Vector2 pan = Vector2.zero;
//float zoom = 1f;
@ -127,14 +127,14 @@ public class NanoBrainInspector : Editor {
this.layers = new();
int layerIx = 0;
Nucleus selectedNucleus = this.currentNucleus;
INucleus selectedNucleus = this.currentNucleus;
if (selectedNucleus == null)
return;
NeuroidLayer currentLayer = new() { ix = layerIx };
if (selectedNucleus.receivers != null) {
foreach (Receiver receiver in selectedNucleus.receivers) {
Nucleus outputNeuroid = receiver.nucleus;
INucleus outputNeuroid = receiver.nucleus;
if (outputNeuroid != null) {
AddToLayer(currentLayer, outputNeuroid);
// Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}");
@ -156,7 +156,7 @@ public class NanoBrainInspector : Editor {
if (selectedNucleus.synapses != null) {
foreach (Synapse synapse in selectedNucleus.synapses) {
Nucleus input = synapse.nucleus;
INucleus input = synapse.nucleus;
AddToLayer(currentLayer, input);
// Debug.Log($"layer {layerIx} nucleus {input.name}");
}
@ -166,11 +166,11 @@ public class NanoBrainInspector : Editor {
}
}
private void AddToLayer(NeuroidLayer layer, Nucleus nucleus) {
private void AddToLayer(NeuroidLayer layer, INucleus nucleus) {
if (nucleus == null)
return;
layer.neuroids.Add(nucleus);
nucleus.layerIx = layer.ix;
//nucleus.layerIx = layer.ix;
// Store its position
Vector2Int neuroidPosition = new(layer.ix, layer.neuroids.Count - 1);
neuroidPositions[nucleus] = neuroidPosition;
@ -217,7 +217,7 @@ public class NanoBrainInspector : Editor {
DrawNucleus(this.currentNucleus, position, this.currentNucleus.outputValue.magnitude, 20);
}
private void DrawReceivers(Nucleus nucleus, Vector3 parentPos, float size) {
private void DrawReceivers(INucleus nucleus, Vector3 parentPos, float size) {
int nodeCount = nucleus.receivers.Count;
// Determine the maximum value in this layer
@ -237,7 +237,7 @@ public class NanoBrainInspector : Editor {
int row = 0;
foreach (Receiver receiver in nucleus.receivers) {
Nucleus receiverNucleus = receiver.nucleus;
INucleus receiverNucleus = receiver.nucleus;
if (receiverNucleus == null)
continue;
@ -250,7 +250,7 @@ public class NanoBrainInspector : Editor {
}
}
private void DrawSynapses(Nucleus nucleus, Vector3 parentPos, float size) {
private void DrawSynapses(INucleus nucleus, Vector3 parentPos, float size) {
int nodeCount = nucleus.synapses.Count;
// Determine the maximum value in this layer
@ -290,7 +290,7 @@ public class NanoBrainInspector : Editor {
}
}
private void DrawNucleus(Nucleus nucleus, Vector3 position, float maxValue, float size) {
private void DrawNucleus(INucleus nucleus, Vector3 position, float maxValue, float size) {
if (nucleus.isSleeping)
Handles.color = Color.darkRed;
else {
@ -358,7 +358,7 @@ public class NanoBrainInspector : Editor {
// To do: add HandleClick (see above) to expand the array
}
private void HandleMouseHover(Nucleus nucleus, Rect rect) {
private void HandleMouseHover(INucleus nucleus, Rect rect) {
GUIContent tooltip;
if (nucleus is Perceptoid perceptoid) {
if (perceptoid.receptor != null) {
@ -391,7 +391,7 @@ public class NanoBrainInspector : Editor {
GUI.Box(tooltipRect, tooltip);
}
private void HandleClicked(Nucleus nucleus) {
private void HandleClicked(INucleus nucleus) {
this.currentNucleus = nucleus;
BuildLayers();
}
@ -484,6 +484,8 @@ public class NanoBrainInspector : Editor {
AddInputNeuron(this.currentNucleus);
if (GUILayout.Button("Add Input Perceptoid"))
AddPerceptoid(this.currentNucleus);
if (GUILayout.Button("Add Input Cluster"))
AddCluster(this.currentNucleus);
EditorGUILayout.Space();
@ -501,18 +503,18 @@ public class NanoBrainInspector : Editor {
inspectorContainer.Add(container);
}
protected virtual void AddInputNeuron(Nucleus nucleus) {
Neuroid newNeuroid = new(this.brain, "New neuron");
protected virtual void AddInputNeuron(INucleus nucleus) {
Neuroid newNeuroid = new(this.brain.cluster, "New neuron");
newNeuroid.AddReceiver(nucleus);
this.currentNucleus = newNeuroid;
BuildLayers();
}
protected virtual void DeleteNeuron(Nucleus nucleus) {
protected virtual void DeleteNeuron(INucleus nucleus) {
if (nucleus == null)
return;
if (nucleus.brain != null)
this.currentNucleus = nucleus.brain.root;
if (nucleus.cluster != null)
this.currentNucleus = nucleus.cluster.output;
foreach (Receiver receiver in nucleus.receivers) {
if (receiver.nucleus != null) {
this.currentNucleus = receiver.nucleus;
@ -523,42 +525,55 @@ public class NanoBrainInspector : Editor {
BuildLayers();
}
protected virtual void AddPerceptoid(Nucleus nucleus) {
protected virtual void AddPerceptoid(INucleus nucleus) {
Perceptoid newPerceptoid = new(this.brain, 0, "New Perceptoid");
newPerceptoid.AddReceiver(nucleus);
this.currentNucleus = newPerceptoid;
BuildLayers();
}
protected virtual void ConnectNucleus(Nucleus nucleus) {
if (this.currentNucleus.brain == null)
protected virtual void AddCluster(INucleus nucleus) {
BrainPickerWindow.ShowPicker(brain => OnClusterPicked(nucleus, brain), "Select Cluster");
}
private void OnClusterPicked(INucleus nucleus, NanoBrain brain) {
NanoBrain brainInstance = Instantiate(brain);
brainInstance.AddReceiver(nucleus);
}
protected virtual void ConnectNucleus(INucleus nucleus) {
if (this.currentNucleus.cluster == null)
return;
IEnumerable<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.brain.nuclei.Select(i => i.name).Except(synapseNuclei);
string[] names = perceptei.Concat(nuclei).ToArray();
//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];
// if (selectedIndex < perceptei.Count()) {
// Nucleus n = this.currentNucleus.brain.perceptei[selectedIndex];
// n.AddReceiver(this.currentNucleus);
// }
// else {
// Nucleus n = this.currentNucleus.brain.nuclei[selectedIndex - perceptei.Count()];
// n.AddReceiver(this.currentNucleus);
// }
Nucleus n = this.currentNucleus.cluster.nuclei[selectedIndex];
n.AddReceiver(this.currentNucleus);
}
else {
Nucleus n = this.currentNucleus.brain.nuclei[selectedIndex - perceptei.Count()];
n.AddReceiver(this.currentNucleus);
}
}
}
protected virtual void DisconnectNucleus(Nucleus nucleus) {
if (this.currentNucleus.brain == null)
if (this.currentNucleus.cluster == null)
return;
string[] names = this.currentNucleus.synapses.Select(synapse => synapse.nucleus.name).ToArray();
int selectedIndex = -1;
selectedIndex = EditorGUILayout.Popup("Disconnect from", selectedIndex, names);
if (selectedIndex >= 0 && selectedIndex < this.currentNucleus.brain.perceptei.Count) {
//if (selectedIndex >= 0 && selectedIndex < this.currentNucleus.brain.perceptei.Count) {
if (selectedIndex >= 0 && selectedIndex < this.currentNucleus.cluster.nuclei.Count) {
Synapse synapse = this.currentNucleus.synapses[selectedIndex];
synapse.nucleus.RemoveReceiver(this.currentNucleus);
}
@ -586,23 +601,30 @@ public class NanoBrainInspector : Editor {
#endregion Update
}
/*
public class NeuroidLayer {
public int ix = 0;
public List<INucleus> neuroids = new();
}
*/
public class GraphNodeWrapper : ScriptableObject {
// expose fields that map to GraphNode
public string title;
//public string title;
public Vector2 position;
Nucleus node;
INucleus node;
NanoBrain graph; // needed to write back and mark dirty
public GraphNodeWrapper Init(Nucleus node, NanoBrain graphAsset) {
public GraphNodeWrapper Init(INucleus node, NanoBrain graphAsset) {
this.node = node;
this.graph = graphAsset;
this.title = " A " + node.name;
//this.title = " A " + node.name;
//position = node.position;
return this;
}
void OnValidate() {
if (node != null) {
node.name = title;
//node.name = title;
//node.position = position;
#if UNITY_EDITOR
if (graph != null)
@ -610,4 +632,4 @@ public class GraphNodeWrapper : ScriptableObject {
#endif
}
}
}
}

View File

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

View File

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

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