diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj
index 771999b..4ac4a55 100644
--- a/Assembly-CSharp.csproj
+++ b/Assembly-CSharp.csproj
@@ -69,6 +69,7 @@
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new file mode 100644
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diff --git a/Assets/NanoBrain/Scene/TestScene.unity.meta b/Assets/NanoBrain/Scene/TestScene.unity.meta
new file mode 100644
index 0000000..676153c
--- /dev/null
+++ b/Assets/NanoBrain/Scene/TestScene.unity.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/NanoBrain/VisualEditor/Editor/ClusterInspector.cs b/Assets/NanoBrain/VisualEditor/Editor/ClusterInspector.cs
index d33435b..072d8c1 100644
--- a/Assets/NanoBrain/VisualEditor/Editor/ClusterInspector.cs
+++ b/Assets/NanoBrain/VisualEditor/Editor/ClusterInspector.cs
@@ -196,7 +196,7 @@ public class ClusterInspector : Editor {
// }
// void OnMouseUp(MouseUpEvent e) { if (e.button == 2) draggingCanvas = false; }
- void OnIMGUI() {
+ public void OnIMGUI() {
if (currentNucleus == null)
return;
@@ -313,7 +313,8 @@ public class ClusterInspector : Editor {
drawnArrays.Add(neuroid.array);
}
- float value = length(synapse.nucleus.outputValue);
+ float value = length(synapse.nucleus.outputValue) * synapse.weight;
+ // Debug.Log($"{synapse.nucleus.name}: {value} {length(synapse.nucleus.outputValue)} {synapse.weight}");
if (value > maxValue)
maxValue = value;
neuronCount++;
@@ -334,23 +335,37 @@ public class ClusterInspector : Editor {
Vector3 pos = new(250, margin + row * spacing, 0.0f);
Handles.color = Color.white;
Handles.DrawLine(parentPos, pos);
- if (synapse.nucleus != null)
- DrawNucleus(synapse.nucleus, pos, maxValue, size);
+ if (synapse.nucleus != null) {
+ Color color = Color.black;
+ if (synapse.nucleus.isSleeping)
+ color = Color.darkRed;
+ else if (Application.isPlaying) {
+ float brightness = length(synapse.nucleus.outputValue) * synapse.weight / maxValue;
+ color = new Color(brightness, brightness, brightness, 1f);
+ }
+ DrawNucleus(synapse.nucleus, pos, maxValue, size, color);
+ }
row++;
}
}
private void DrawNucleus(IReceptor nucleus, Vector3 position, float maxValue, float size) {
+ Color color;
if (nucleus.isSleeping)
- Handles.color = Color.darkRed;
+ color = Color.darkRed;
else {
if (Application.isPlaying) {
float brightness = length(nucleus.outputValue) / maxValue;
- Handles.color = new Color(brightness, brightness, brightness, 1f);
+ color = new Color(brightness, brightness, brightness, 1f);
}
else
- Handles.color = Color.black;
+ color = Color.black;
}
+ DrawNucleus(nucleus, position, maxValue, size, color);
+ }
+
+ private void DrawNucleus(IReceptor nucleus, Vector3 position, float maxValue, float size, Color color) {
+ Handles.color = color;
Handles.DrawSolidDisc(position, Vector3.forward, size);
Handles.color = Color.white;
diff --git a/Assets/NanoBrain/VisualEditor/Editor/NanoBrainComponent_Editor.cs b/Assets/NanoBrain/VisualEditor/Editor/NanoBrainComponent_Editor.cs
index 6da496b..c9ad194 100644
--- a/Assets/NanoBrain/VisualEditor/Editor/NanoBrainComponent_Editor.cs
+++ b/Assets/NanoBrain/VisualEditor/Editor/NanoBrainComponent_Editor.cs
@@ -11,11 +11,14 @@ public class NanoBrainComponent_Editor : Editor {
protected NanoBrainComponent component;
private SerializedProperty brainProp;
+ ClusterInspector.GraphView board;
+
public void OnEnable() {
component = target as NanoBrainComponent;
if (Application.isPlaying == false)
brainProp = serializedObject.FindProperty(nameof(NanoBrainComponent.defaultBrain));
+
}
public override VisualElement CreateInspectorGUI() {
@@ -52,9 +55,9 @@ public class NanoBrainComponent_Editor : Editor {
minHeight = 500,
}
};
- ClusterInspector.GraphView board;
board = new ClusterInspector.GraphView();
board.style.flexGrow = 1;
+ mainContainer.Add(board);
inspectorContainer = new VisualElement {
name = "inspector",
@@ -63,7 +66,6 @@ public class NanoBrainComponent_Editor : Editor {
}
};
- mainContainer.Add(board);
mainContainer.Add(inspectorContainer);
root.Add(mainContainer);
@@ -76,7 +78,7 @@ public class NanoBrainComponent_Editor : Editor {
UpdateLayout(evt.newRect.width);
});
- if (brain != null)
+ if (brain != null && board != null)
board.SetGraph(component.gameObject, brain, brain.output, inspectorContainer);
// else
// Debug.LogWarning(" No brain!");
@@ -86,6 +88,30 @@ public class NanoBrainComponent_Editor : Editor {
return root;
}
+ // void OnSceneGUI() {
+ // if (Application.isPlaying && board != null)
+ // board.OnIMGUI();
+ // }
+
+ void OnSceneGui(SceneView sv) {
+ if (Application.isPlaying == false)
+ return;
+ // May need some throttling here...
+ if (board != null) {
+ Debug.Log(".");
+ board.OnIMGUI();
+ }
+
+ // EditorApplication.delayCall = UpdateInspectorUI;
+ }
+
+ void UpdateInspectorUI() {
+ if (board != null) {
+ Debug.Log(".");
+ board.OnIMGUI();
+ }
+ }
+
private void UpdateLayout(float containerWidth) {
if (containerWidth > 800f) {
mainContainer.style.flexDirection = FlexDirection.Row;
diff --git a/Assets/NanoBrain/VisualEditor/NanoBrainComponent.cs b/Assets/NanoBrain/VisualEditor/NanoBrainComponent.cs
index 475e1a0..09fbfaa 100644
--- a/Assets/NanoBrain/VisualEditor/NanoBrainComponent.cs
+++ b/Assets/NanoBrain/VisualEditor/NanoBrainComponent.cs
@@ -12,10 +12,12 @@ public class NanoBrainComponent : MonoBehaviour {
brainInstance.name = defaultBrain.name + " (Instance)";
SwarmControl sc = FindFirstObjectByType();
- UpdateWeight(brainInstance, "Avoidance", sc.avoidanceForce);
- UpdateWeight(brainInstance, "Cohesion", sc.cohesionForce);
- UpdateWeight(brainInstance, "Separation", sc.separationForce);
- UpdateWeight(brainInstance, "Alignment", sc.alignmentForce);
+ if (sc != null) {
+ UpdateWeight(brainInstance, "Avoidance", sc.avoidanceForce);
+ UpdateWeight(brainInstance, "Cohesion", sc.cohesionForce);
+ UpdateWeight(brainInstance, "Separation", sc.separationForce);
+ UpdateWeight(brainInstance, "Alignment", sc.alignmentForce);
+ }
}
return brainInstance;
}
diff --git a/Assets/Scenes/Boids/Prefabs/Stationary Boid.prefab b/Assets/Scenes/Boids/Prefabs/Stationary Boid.prefab
new file mode 100644
index 0000000..b45e904
--- /dev/null
+++ b/Assets/Scenes/Boids/Prefabs/Stationary Boid.prefab
@@ -0,0 +1,87 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!1001 &1401715754342779814
+PrefabInstance:
+ m_ObjectHideFlags: 0
+ serializedVersion: 2
+ m_Modification:
+ serializedVersion: 3
+ m_TransformParent: {fileID: 0}
+ m_Modifications:
+ - target: {fileID: 8702527964058765412, guid: f9c706268554ce449a8773675b2864b8, type: 3}
+ propertyPath: m_LocalPosition.x
+ value: -1.00054
+ objectReference: {fileID: 0}
+ - target: {fileID: 8702527964058765412, guid: f9c706268554ce449a8773675b2864b8, type: 3}
+ propertyPath: m_LocalPosition.y
+ value: -1.02912
+ objectReference: {fileID: 0}
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+ value: 0.82188
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+ value: 1
+ objectReference: {fileID: 0}
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+ value: 0
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+ value: 0
+ objectReference: {fileID: 0}
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+ value: 0
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+ propertyPath: m_LocalEulerAnglesHint.x
+ value: 0
+ objectReference: {fileID: 0}
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+ value: 0
+ objectReference: {fileID: 0}
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+ value: 0
+ objectReference: {fileID: 0}
+ - target: {fileID: 8702527964058765413, guid: f9c706268554ce449a8773675b2864b8, type: 3}
+ propertyPath: m_Name
+ value: Boid1 Variant
+ objectReference: {fileID: 0}
+ m_RemovedComponents:
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+ addedObject: {fileID: 8788086714463777302}
+ m_SourcePrefab: {fileID: 100100000, guid: f9c706268554ce449a8773675b2864b8, type: 3}
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+GameObject:
+ m_CorrespondingSourceObject: {fileID: 8702527964058765413, guid: f9c706268554ce449a8773675b2864b8, type: 3}
+ m_PrefabInstance: {fileID: 1401715754342779814}
+ m_PrefabAsset: {fileID: 0}
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+ m_PrefabAsset: {fileID: 0}
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+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: c156ab45bfd15d213b1be7451d0c0151, type: 3}
+ m_Name:
+ m_EditorClassIdentifier: Assembly-CSharp::StationaryBoid
+ sc: {fileID: 0}
+ velocity: {x: 0, y: 0, z: 0}
+ acceleration: {x: 0, y: 0, z: 0}
+ nanoBrain: {fileID: 0}
+ id: 0
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+ gray: {fileID: 2100000, guid: a79ccc131cb43254cb8575d1cedb537e, type: 2}
diff --git a/Assets/Scenes/Boids/Prefabs/Stationary Boid.prefab.meta b/Assets/Scenes/Boids/Prefabs/Stationary Boid.prefab.meta
new file mode 100644
index 0000000..ea903ab
--- /dev/null
+++ b/Assets/Scenes/Boids/Prefabs/Stationary Boid.prefab.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 6860355b30724b5ddb35781dcaf3b57e
+PrefabImporter:
+ externalObjects: {}
+ userData:
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diff --git a/Assets/Scenes/Boids/Scripts/Boid.cs b/Assets/Scenes/Boids/Scripts/Boid.cs
index a3f81d3..5c99655 100644
--- a/Assets/Scenes/Boids/Scripts/Boid.cs
+++ b/Assets/Scenes/Boids/Scripts/Boid.cs
@@ -11,7 +11,7 @@ public class Boid : MonoBehaviour {
public Vector3 velocity = Vector3.zero;
public Vector3 acceleration = Vector3.zero;
- private Bounds innerBounds;
+ protected Bounds innerBounds;
public NanoBrainComponent nanoBrain;
public Receptor boundaryReceptor;
@@ -41,7 +41,7 @@ public class Boid : MonoBehaviour {
innerBounds = new(sc.transform.position, sc.spaceSize - 2 * sc.boundaryWidth);
}
- void Update() {
+ protected virtual void Update() {
Collider[] results = Physics.OverlapSphere(this.transform.position, sc.perceptionDistance);
foreach (Collider c in results) {
if (c as CapsuleCollider != null) {
diff --git a/Assets/Scenes/Boids/Scripts/StationaryBoid.cs b/Assets/Scenes/Boids/Scripts/StationaryBoid.cs
new file mode 100644
index 0000000..a8e3031
--- /dev/null
+++ b/Assets/Scenes/Boids/Scripts/StationaryBoid.cs
@@ -0,0 +1,75 @@
+using UnityEngine;
+
+public class StationaryBoid : Boid
+{
+ protected override void Update()
+ {
+ Collider[] results = Physics.OverlapSphere(this.transform.position, sc.perceptionDistance);
+ foreach (Collider c in results)
+ {
+ if (c as CapsuleCollider != null)
+ {
+ Boid neighbour = c.GetComponentInParent();
+ if (neighbour == null || neighbour == this)
+ continue;
+
+ int thingId = neighbour.GetInstanceID();
+
+ Vector3 localPosition = this.transform.InverseTransformPoint(neighbour.transform.position);
+ float d = localPosition.magnitude;
+ if (d <= sc.separationDistance)
+ localPosition = localPosition.normalized * 0.01f;
+ else
+ localPosition = localPosition.normalized * (localPosition.magnitude - sc.separationDistance);
+ if (localPosition.sqrMagnitude > 0)
+ boidReceptor?.ProcessStimulus(thingId, localPosition, neighbour.name);
+
+ Vector3 localVelocity = this.transform.InverseTransformVector(neighbour.velocity);
+ if (localVelocity.sqrMagnitude > 0)
+ boidVelocityReceptor?.ProcessStimulus(thingId, localVelocity);
+ }
+ }
+
+ if (!innerBounds.Contains(this.transform.position))
+ {
+ Vector3 point = this.transform.position;
+ Vector3 pointOnBounds = innerBounds.ClosestPoint(point);
+ Vector3 desiredWorldSpace = (pointOnBounds - point).normalized * sc.speed;
+ Vector3 desiredLocalSpace = -this.transform.InverseTransformPoint(desiredWorldSpace);
+ boundaryReceptor.ProcessStimulus(777, desiredLocalSpace);
+ }
+
+ Vector3 worldForce = this.transform.TransformDirection(nanoBrain.root.outputValue);
+
+ this.velocity = (1 - sc.inertia) * (worldForce * Time.deltaTime) + sc.inertia * velocity;
+ if (this.velocity.magnitude > 0)
+ this.velocity = this.velocity.normalized * sc.speed;
+ else
+ this.velocity = this.transform.forward * sc.speed;
+ //Debug.DrawRay(this.transform.position, this.velocity, Color.blue);
+
+ // this.transform.position += this.velocity * Time.deltaTime;
+
+ // if (this.velocity != Vector3.zero)
+ // {
+ // Quaternion targetRotation = Quaternion.LookRotation(this.velocity);
+ // transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * 5f); // Adjust the speed of rotation
+ // }
+
+ nanoBrain.brain.UpdateNuclei();
+
+ // Renderer renderer = GetComponentInChildren();
+ // results = Physics.OverlapSphere(this.transform.position, 0.1f);
+ // if (results.Length > 1) {
+ // // string s= this.name;
+ // // foreach (Collider c in results)
+ // // s += " " + c.transform.parent.gameObject.name;
+ // // Debug.Log(s);
+ // renderer.sharedMaterial = red;
+ // }
+ // else {
+ // renderer.sharedMaterial = gray;
+ // }
+ }
+
+}
\ No newline at end of file
diff --git a/Assets/Scenes/Boids/Scripts/StationaryBoid.cs.meta b/Assets/Scenes/Boids/Scripts/StationaryBoid.cs.meta
new file mode 100644
index 0000000..b06bf2e
--- /dev/null
+++ b/Assets/Scenes/Boids/Scripts/StationaryBoid.cs.meta
@@ -0,0 +1,7 @@
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+guid: c156ab45bfd15d213b1be7451d0c0151
+DefaultImporter:
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