Fix clusterview

This commit is contained in:
Pascal Serrarens 2026-05-22 13:28:25 +02:00
parent 5584123c20
commit ffa1581f54
11 changed files with 38 additions and 1170 deletions

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@ -1,75 +0,0 @@
/*
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
namespace NanoBrain.Unity {
[CustomEditor(typeof(Brain))]
public class Brain_Editor : Editor {
protected static VisualElement mainContainer;
protected static VisualElement inspectorContainer;
public Brain component;
private SerializedProperty brainProp;
public void OnEnable() {
component = target as Brain;
if (Application.isPlaying == false && serializedObject != null) {
string propertyName = nameof(Brain.brainPrefab);
brainProp = serializedObject.FindProperty(propertyName);
}
}
public override VisualElement CreateInspectorGUI() {
if (Application.isPlaying == false)
serializedObject.Update();
VisualElement root = new() {
style = {
paddingLeft = 0,
paddingRight = 0,
paddingTop = 0,
paddingBottom = 0
}
};
root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
PropertyField brainField = new(brainProp) {
label = "Cluster Prefab"
};
root.Add(brainField);
CreateViewer(root, component.brain, component.gameObject);
if (Application.isPlaying == false)
serializedObject.ApplyModifiedProperties();
return root;
}
public ClusterViewer.GraphView CreateViewer(VisualElement root, Cluster cluster, GameObject gameObject) {
VisualElement mainContainer = new() {
style = {
flexDirection = FlexDirection.Row,
minHeight = 450
}
};
ClusterViewer.GraphView graph = new(cluster);
graph.style.flexGrow = 1;
mainContainer.Add(graph);
root.Add(mainContainer);
graph.SetGraph(gameObject);
return graph;
}
}
}
*/

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@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: f05072314d39990639a2dbf99f322664
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,130 +0,0 @@
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor;
using System;
using System.Reflection;
namespace NanoBrain.Unity {
/*
[CustomPropertyDrawer(typeof(ClusterPrefab))]
class ClusterPrefab_Drawer : PropertyDrawer {
public static void Insepctor(SerializedObject serializedObject, string propertyName) {
EditorGUILayout.PropertyField(serializedObject.FindProperty(propertyName));
}
const float padding = 4f;
const float elementHeight = 64f; // height reserved for the VisualElement
public override float GetPropertyHeight(SerializedProperty property, GUIContent label) {
float height = EditorGUIUtility.singleLineHeight + padding;
string key = property.propertyPath + "_" + property.serializedObject.targetObject.GetInstanceID();//GetEntityId();
s_foldouts.TryGetValue(key, out bool isOpen);
if (property.objectReferenceValue != null && isOpen) {
height += padding + elementHeight;
height = 500;
}
else
height = 36;
return height;
}
static readonly Dictionary<string, bool> s_foldouts = new();
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) {
label = EditorGUI.BeginProperty(position, label, property);
// Begin indent block
int indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
// Draw the object field on the top line
Rect fieldRect = new(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight);
EditorGUI.PropertyField(fieldRect, property, label);
if (property.objectReferenceValue is ClusterPrefab prefab) {
// key per field instance
string key = property.propertyPath + "_" + property.serializedObject.targetObject.GetInstanceID();//GetEntityId();
if (!s_foldouts.TryGetValue(key, out bool isOpen))
isOpen = true;
// foldout header rect
Rect headerRect = new(fieldRect.x, fieldRect.yMax + 4f, fieldRect.width, EditorGUIUtility.singleLineHeight);
isOpen = EditorGUI.Foldout(headerRect, isOpen, "Gaph", true);
s_foldouts[key] = isOpen;
if (isOpen) {
// content rect below header
Rect drawRect = new(fieldRect.x, headerRect.yMax + 2f, fieldRect.width, 450f);
ClusterView.Render(drawRect, prefab.cluster, property);
//Debug.Log(prefab.cluster.defaultOutput.outputMagnitude);
}
}
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
}
/*
[InitializeOnLoad]
static class ClusterPrefabInspectorRepaints {
static ClusterPrefabInspectorRepaints() {
EditorApplication.update += OnEditorUpdate;
}
static double lastRepaint = 0;
const double repaintInterval = 1.0 / 15.0; // up to 15 FPS in inspector
static void OnEditorUpdate() {
if (!Application.isPlaying) return;
// throttle repaint frequency
if (EditorApplication.timeSinceStartup - lastRepaint < repaintInterval) return;
lastRepaint = EditorApplication.timeSinceStartup;
// Find all open inspectors (Editors) that target objects containing ClusterPrefab fields
var editors = Resources.FindObjectsOfTypeAll<Editor>();
foreach (var ed in editors) {
var targets = ed.targets;
if (targets == null)
continue;
bool shouldRepaint = targets.Any(t => ObjectHasClusterPrefabField(t));
if (shouldRepaint) {
try {
ed.Repaint();
}
catch {
// ignore
}
}
}
}
static bool ObjectHasClusterPrefabField(UnityEngine.Object obj) {
if (obj == null)
return false;
Type type = obj.GetType();
// search fields (instance, non-public/public)
FieldInfo[] fields = type.GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
foreach (FieldInfo f in fields) {
if (f.FieldType == typeof(ClusterPrefab))
return true;
// also handle arrays/lists of ClusterPrefab or serializable wrappers:
if (f.FieldType.IsArray && f.FieldType.GetElementType() == typeof(ClusterPrefab))
return true;
if (f.FieldType.IsGenericType) {
Type[] gen = f.FieldType.GetGenericArguments();
if (gen.Length == 1 && gen[0] == typeof(ClusterPrefab))
return true;
}
}
return false;
}
}
*/
}

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@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 5f43b401b7d59dec7ac7d493cbc4927d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -7,6 +7,11 @@ namespace NanoBrain.Unity {
public class ClusterView { public class ClusterView {
public ClusterView(string key) {
this.key = key;
ClusterView.clusterViews[this.key] = this;
}
public static ClusterPrefab previousPrefab; public static ClusterPrefab previousPrefab;
private static readonly float discRadius = 20; private static readonly float discRadius = 20;
@ -19,17 +24,17 @@ namespace NanoBrain.Unity {
} }
public Mode mode = Mode.Focus; public Mode mode = Mode.Focus;
static readonly Dictionary<string, ClusterView> clusterViews = new(); public static readonly Dictionary<string, ClusterView> clusterViews = new();
public static ClusterView GetClusterView(SerializedProperty property) { public static ClusterView GetClusterView(SerializedProperty property) {
string key = property.propertyPath + "_" + property.serializedObject.targetObject.GetInstanceID();//GetEntityId(); string key = property.propertyPath + "_" + property.serializedObject.targetObject.GetInstanceID();//GetEntityId();
if (!clusterViews.TryGetValue(key, out ClusterView clusterView)) if (!clusterViews.TryGetValue(key, out ClusterView clusterView))
clusterView = new() { key = key }; clusterView = new(key);// { key = key };
return clusterView; return clusterView;
} }
public static ClusterView GetClusterView(SerializedObject serializedObject) { public static ClusterView GetClusterView(SerializedObject serializedObject) {
string key = serializedObject.targetObject.GetInstanceID().ToString(); //GetEntityId().ToString(); string key = serializedObject.targetObject.GetInstanceID().ToString(); //GetEntityId().ToString();
if (!clusterViews.TryGetValue(key, out ClusterView clusterView)) if (!clusterViews.TryGetValue(key, out ClusterView clusterView))
clusterView = new() { key = key }; clusterView = new(key); // { key = key };
return clusterView; return clusterView;
} }

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@ -1,902 +0,0 @@
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace NanoBrain.Unity {
public class ClusterViewer : Editor {
//public static ClusterPrefab previousPrefab;
public class GraphView : VisualElement {
protected Cluster currentCluster;
protected SerializedObject serializedBrain;
protected Nucleus _currentNucleus;
protected virtual Nucleus currentNucleus {
get => _currentNucleus;
set => _currentNucleus = value;
}
//protected Nucleus currentNucleus;
protected Nucleus selectedOutput;
// Only used when selecting a synapse to a multi-cluster
protected Nucleus selectedSynapseNeuron;
protected GameObject gameObject;
//private bool expandArray = false;
protected ClusterPrefab prefabAsset;
protected VisualElement topMenuContainer;
protected ScrollView scrollView;
protected IMGUIContainer graphContainer;
//protected readonly PopupField<string> outputsPopup;
public enum Mode {
Focus,
Full
}
public Mode mode = Mode.Focus;
public GraphView(Cluster cluster) {
this.currentCluster = cluster;
name = "content";
style.flexGrow = 1;
topMenuContainer = new() {
style = {
flexDirection = FlexDirection.Row,
alignItems = Align.Center,
}
};
EnumField modePopup = new(mode);
modePopup.style.width = 80;
modePopup.RegisterValueChangedCallback(OnModeChange);
topMenuContainer.Add(modePopup);
scrollView = new(ScrollViewMode.Horizontal);
scrollView.style.position = Position.Absolute;
scrollView.style.left = 0; scrollView.style.top = 0;
scrollView.style.right = 0; scrollView.style.bottom = 0;
scrollView.horizontalScrollerVisibility = ScrollerVisibility.Auto; // Auto shows when needed
scrollView.verticalScrollerVisibility = ScrollerVisibility.Hidden;
graphContainer = new(OnIMGUI) {
pickingMode = PickingMode.Position,
focusable = true
};
scrollView.contentContainer.Add(graphContainer);
Add(scrollView);
Add(topMenuContainer);
// Subscribe when added to panel (editor UI ready)
RegisterCallback<AttachToPanelEvent>(evt => Subscribe());
RegisterCallback<DetachFromPanelEvent>(evt => Unsubscribe());
}
protected virtual void OnModeChange(ChangeEvent<System.Enum> changeEvent) {
this.mode = (Mode)changeEvent.newValue;
}
private bool subscribed = false;
void Subscribe() {
if (subscribed)
return;
SceneView.duringSceneGui += OnSceneGUI;
subscribed = true;
SceneView.RepaintAll();
}
void Unsubscribe() {
if (!subscribed)
return;
SceneView.duringSceneGui -= OnSceneGUI;
subscribed = false;
}
public void SetGraph(GameObject gameObject) {
this.gameObject = gameObject;
if (this.currentCluster == null)
return;
if (Application.isPlaying == false)
this.serializedBrain = new SerializedObject(this.currentCluster.prefab);
this.selectedOutput = this.currentCluster.defaultOutput;
this.currentNucleus = this.selectedOutput;
Rebuild();
}
void Rebuild() {
if (this.currentNucleus == null)
return;
string path = AssetDatabase.GetAssetPath(this.currentCluster.prefab); // or known path
this.prefabAsset = AssetDatabase.LoadAssetAtPath<ClusterPrefab>(path);
if (this.prefabAsset == null) {
// create in memory save if it doesn't exist
this.prefabAsset = CreateInstance<ClusterPrefab>();
//Debug.LogError("Cluster Prefab is not found on disk");
}
}
public void OnIMGUI() {
var rect = graphContainer.layout; // container local size
int id = GUIUtility.GetControlID(123456, FocusType.Passive, new Rect(0, 0, rect.width, rect.height));
//int id = GUIUtility.GetControlID(FocusType.Passive);
if (Application.isPlaying == false && serializedBrain != null)
serializedBrain.Update();
Rect r = new Rect(0, 0, rect.width, rect.height);
ClusterView.Render(r, currentCluster, serializedBrain);
// ClusterView clusterView = ClusterView.GetClusterView(serializedBrain);
// clusterView.currentCluster ??= currentCluster;
// clusterView.DrawGraph(id);
// Handles.BeginGUI();
// DrawGraph();
// Handles.EndGUI();
}
#region Graph
// public virtual void DrawGraph() {
// if (mode == Mode.Focus)
// DrawFocusGraph();
// // else
// // DrawFullGraph();
// }
#region Full Graph
/*
protected void DrawFullGraph() {
//Dag dag = GenerateGraph(this.prefab);
Dag dag = GenerateGraph(this.selectedOutput);
Dag.ComputeLayout(dag);
// Draw edges
foreach (Dag.Edge e in dag.edges) {
Dag.Node from = dag.nodes.FirstOrDefault(x => x.id == e.fromId);
Dag.Node to = dag.nodes.FirstOrDefault(x => x.id == e.toId);
if (from == null || to == null)
continue;
Vector2 fromPosition = from.position;
Vector2 toPosition = to.position;
DrawEdge(fromPosition, toPosition);
}
// Draw nodes
foreach (Dag.Node n in dag.nodes)
DrawNucleus(n.nucleus, n.position, 1, n.radius);
// Determine graph width
float width = 0;
float currentNucleusPosition = 0;
foreach (Dag.Node node in dag.nodes) {
if (node.position.x > width)
width = node.position.x;
if (node.nucleus == currentNucleus)
currentNucleusPosition = node.position.x;
}
// Resize the graph container to the full graph width
float margin = 50f;
graphContainer.style.width = width + 2 * margin;
// Scroll to the current nucleus
float viewportWidth = scrollView.layout.width;
// center currentNucleus in viewport
float desiredScrollX = currentNucleusPosition - viewportWidth * 0.5f;
// clamp between 0 and maximum scrollable range
float maxScrollX = Mathf.Max(0f, graphContainer.resolvedStyle.width - viewportWidth);
desiredScrollX = Mathf.Clamp(desiredScrollX, 0f, maxScrollX);
Vector2 current = scrollView.scrollOffset;
scrollView.scrollOffset = new Vector2(desiredScrollX, current.y);
}
public Dag GenerateGraph(Nucleus rootNucleus) {
Dag dag = new();
if (rootNucleus == null)
return dag;
int ix = 0;
Dag.Node receiver = new() {
id = ix,
//title = nucleus.name,
nucleus = rootNucleus
};
dag.nodes.Add(receiver);
ix++;
DescendGraph(receiver, ref ix, dag);
return dag;
}
private void DescendGraph(Dag.Node receiver, ref int ix, Dag dag) {
Neuron receiverNeuron = receiver.nucleus as Neuron;
foreach (Synapse synapse in receiverNeuron.synapses) {
Nucleus nucleus = synapse.neuron;
if (nucleus.parent != null && nucleus.parent != currentNucleus.parent) {
nucleus = nucleus.parent;
}
string nucleusName = nucleus.name;
Dag.Node synapseNode = dag.FindNode(nucleusName);
if (synapseNode == null) {
synapseNode = new() {
id = ix,
nucleus = nucleus
};
dag.nodes.Add(synapseNode);
}
Dag.Edge edge = new() {
fromId = synapseNode.id,
toId = receiver.id
};
dag.edges.Add(edge);
ix++;
DescendGraph(synapseNode, ref ix, dag);
}
}
*/
#endregion Full Graph
#region Focus Graph
/*
protected void DrawFocusGraph() {
float size = 20;
Vector3 position = new(150, 210, 0);
if (this.currentNucleus != null) {
DrawReceivers(this.currentNucleus, position, size);
DrawSynapses(this.currentNucleus, position, size);
// Draw selected Nucleus
if (expandArray) {
float maxValue = 1;
if (this.currentNucleus is Cluster cluster) {
float spacing = 400f / cluster.instanceCount;
float margin = 10 + spacing / 2;
float xMin = 150 - size;
float xMax = 150 + size;
float yMin = 10 + margin - size / 2;
float yMax = 400 - margin + size;
Vector3[] verts = new Vector3[4] {
new(xMin, yMin, 0),
new(xMax, yMin, 0),
new(xMax, yMax, 0),
new(xMin, yMax, 0)
};
Handles.color = Color.black;
Handles.DrawAAConvexPolygon(verts);
int row = 0;
if (cluster.instances == null) {
Vector3 pos = new(150, margin + row * spacing, 0.0f);
Handles.color = Color.white;
// The selected sibling highlight ring
Handles.DrawSolidDisc(pos, Vector3.forward, size + 2);
DrawNucleus(cluster, pos, maxValue, size);
row++;
}
else {
foreach (Cluster sibling in cluster.instances) {
Vector3 pos = new(150, margin + row * spacing, 0.0f);
Handles.color = Color.white;
// The selected sibling highlight ring
Handles.DrawSolidDisc(pos, Vector3.forward, size + 2);
DrawNucleus(sibling, pos, maxValue, size);
row++;
}
}
GUIStyle style = new(EditorStyles.label) {
alignment = TextAnchor.UpperCenter,
normal = { textColor = Color.white },
fontStyle = FontStyle.Bold,
};
Vector3 labelPos = new(150, yMax + size + 5, 0);
string clusterName = cluster.name;
int colonPos = clusterName.IndexOf(":");
if (colonPos > 0) {
string baseName = clusterName[..colonPos];
Handles.Label(labelPos, baseName, style);
}
else
Handles.Label(labelPos, clusterName, style);
}
else {
if (this.currentNucleus is Neuron neuron)
maxValue = neuron.outputMagnitude;
DrawNucleus(this.currentNucleus, position, maxValue, 20);
}
}
else {
float maxValue = 1;
if (this.currentNucleus is Neuron neuron)
maxValue = neuron.outputMagnitude;
else if (this.currentNucleus is Cluster cluster)
maxValue = cluster.defaultOutput.outputMagnitude;
DrawNucleus(this.currentNucleus, position, maxValue, 20);
}
}
else {
DrawAllOutputs(position, size);
DrawOutputs(position, size);
}
graphContainer.style.width = 300;
}
protected void DrawReceivers(Nucleus nucleus, Vector3 parentPos, float size) {
List<Nucleus> receivers;
if (nucleus is Neuron neuron)
receivers = neuron.receivers;
else if (nucleus is Cluster cluster)
receivers = cluster.CollectReceivers(true);
else
return;
// For top-level nodes, add link to previous editor and/or 'Outputs'
int nodeCount = receivers.Count();
if (nucleus == this.selectedOutput) {
// Add link to 'Outpus'
nodeCount++;
if (ClusterViewer.previousPrefab != null)
// Add link to previous editor
nodeCount++;
}
// Determine the maximum value in this layer
// This is used to 'scale' the output value colors of the nuclei
float maxValue = 0;
foreach (Nucleus receiver in receivers) {
if (receiver is Neuron neuroid) {
float value = neuroid.outputMagnitude;
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 (Nucleus receiver in receivers) {
Nucleus receiverNucleus = receiver;
if (receiverNucleus == null)
continue;
Vector3 pos = new(50, margin + row * spacing, 0.0f);
DrawEdge(parentPos, pos);
DrawNucleus(receiverNucleus, pos, maxValue, size);
row++;
}
if (nucleus == this.selectedOutput) {
Vector3 pos = new(50, margin + row * spacing, 0);
if (ClusterViewer.previousPrefab != null) {
DrawEdge(parentPos, pos);
DrawClusterPrefab(ClusterViewer.previousPrefab, pos, size);
row++;
}
pos = new(50, margin + row * spacing, 0);
DrawEdge(parentPos, pos);
DrawAllOutputs(pos, size);
}
}
protected void DrawSynapses(Nucleus nucleus, Vector3 parentPos, float size) {
if (nucleus is not Neuron neuron)
return;
if (this.selectedSynapseNeuron != null) {
DrawClusterSynapses(this.selectedSynapseNeuron, parentPos, size);
return;
}
if (nucleus == null)
return;
// Determine the maximum value in this layer
// This is used to 'scale' the output value colors of the nuclei
float maxValue = 0;
int neuronCount = 0;
List<string> drawnNeuronNames = new();
foreach (Synapse synapse in neuron.synapses) {
if (synapse.neuron == null)
continue;
// Count multiple synapses to the same neuron only once
string neuronName = synapse.neuron.name;
if (synapse.neuron.parent != null)
neuronName = synapse.neuron.parent.baseName + "." + neuronName;
if (drawnNeuronNames.Contains(neuronName))
continue;
drawnNeuronNames.Add(neuronName);
float value = synapse.neuron.outputMagnitude * synapse.weight;
if (value > maxValue)
maxValue = value;
neuronCount++;
}
// Determine the spacing of the nuclei in the layer
float spacing = 400f / neuronCount;
float margin = 10 + spacing / 2;
int row = 0;
//List<Neuron> drawnNeurons = new();
drawnNeuronNames = new();
foreach (Synapse synapse in neuron.synapses) {
if (synapse.neuron is null)
continue;
// Draw multiple synapses to the same neuron only once
string neuronName = synapse.neuron.name;
if (synapse.neuron.parent != null)
neuronName = synapse.neuron.parent.baseName + "." + neuronName;
if (drawnNeuronNames.Contains(neuronName))
continue;
drawnNeuronNames.Add(neuronName);
Vector3 pos = new(250, margin + row * spacing, 0.0f);
DrawEdge(parentPos, pos);
// Handles.color = Color.white;
// Handles.DrawLine(parentPos, pos);
Color color = Color.black;
if (Application.isPlaying) {
if (maxValue == 0 || !float.IsFinite(maxValue))
maxValue = 1;
float brightness = synapse.neuron.outputMagnitude * synapse.weight / maxValue;
color = new Color(brightness, brightness, brightness, 1f);
}
DrawNucleus(synapse.neuron, pos, size, color);
row++;
}
}
protected void DrawClusterSynapses(Nucleus nucleus, Vector3 parentPos, float size) {
if (nucleus == null || nucleus.parent == null || nucleus.parent.instances == null)
return;
// Hack to disable showing labels
expandArray = true;
float maxValue = 0;
foreach (Cluster sibling in nucleus.parent.instances) {
Neuron siblingNeuron = sibling.GetNucleus(nucleus.name) as Neuron;
float value = siblingNeuron.outputMagnitude; // no need to add weight as they are all the same
if (value > maxValue)
maxValue = value;
}
// Determine the spacing of the nuclei in the layer
float spacing = 400f / nucleus.parent.instanceCount;
float margin = 10 + spacing / 2;
int row = 0;
foreach (Cluster sibling in nucleus.parent.instances) {
Neuron siblingNeuron = sibling.GetNucleus(nucleus.name) as Neuron;
Vector3 position = new(250, margin + row * spacing, 0.0f);
DrawEdge(parentPos, position);
Color color = Color.black;
if (Application.isPlaying) {
if (maxValue == 0 || !float.IsFinite(maxValue))
maxValue = 1;
float brightness = siblingNeuron.outputMagnitude / maxValue;
color = new Color(brightness, brightness, brightness, 1f);
}
DrawNucleus(siblingNeuron, position, size, color);
GUIStyle style = new(EditorStyles.label) {
alignment = TextAnchor.UpperCenter,
normal = { textColor = Color.white },
fontStyle = FontStyle.Bold,
};
Vector3 labelPos = position - Vector3.down * (size + 5); // below neuron
string name = $"{sibling.baseName}\n{nucleus.name}";
Handles.Label(labelPos, name, style);
row++;
}
expandArray = false;
}
protected void DrawOutputs(Vector2 parentPos, float size) {
if (this.currentCluster == null)
return;
// Determine the maximum value in this layer
// This is used to 'scale' the output value colors of the nuclei
float maxValue = 0;
int neuronCount = 0;
List<Nucleus> drawnNuclei = new();
foreach (Nucleus nucleus in this.currentCluster.outputs) {
if (nucleus is not Neuron neuron)
continue;
// Draw multiple synapses to the same neuron only once
if (drawnNuclei.Contains(nucleus))
continue;
drawnNuclei.Add(nucleus);
float value = neuron.outputMagnitude;
if (value > maxValue)
maxValue = value;
neuronCount++;
}
// Determine the spacing of the nuclei in the layer
float spacing = 400f / neuronCount;
float margin = 10 + spacing / 2;
int row = 0;
drawnNuclei = new();
foreach (Nucleus nucleus in this.currentCluster.outputs) {
if (nucleus is not Neuron neuron)
continue;
// Draw multiple synapses to the same neuron only once
if (drawnNuclei.Contains(nucleus))
continue;
drawnNuclei.Add(nucleus);
Vector3 pos = new(250, margin + row * spacing, 0.0f);
DrawEdge(parentPos, pos);
Color color = Color.black;
if (Application.isPlaying) {
if (maxValue == 0 || !float.IsFinite(maxValue))
maxValue = 1;
float brightness = neuron.outputMagnitude / maxValue;
color = new Color(brightness, brightness, brightness, 1f);
}
DrawNucleus(nucleus, pos, size, color);
row++;
}
}
*/
#endregion Focus Graph
/*
protected void DrawNucleus(Nucleus nucleus, Vector3 position, float maxValue, float size) {
Color color;
if (Application.isPlaying) {
float brightness = 0;
if (nucleus is Neuron neuron)
brightness = neuron.outputMagnitude / maxValue;
color = new Color(brightness, brightness, brightness, 1f);
}
else
color = Color.black;
DrawNucleus(nucleus, position, size, color);
}
protected void DrawNucleus(Nucleus nucleus, Vector3 position, float size, Color color) {
if (nucleus == null)
return;
if (nucleus == this.currentNucleus) {
// The selected nucleus highlight ring
Handles.color = Color.white;
Handles.DrawSolidDisc(position, Vector3.forward, size + 2);
}
if (nucleus is MemoryCell) {
Handles.color = Color.white;
Handles.DrawWireDisc(position + Vector3.right * 10, Vector3.forward, size);
}
Handles.color = color;
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.parent is Cluster parentCluster && currentNucleus != null && parentCluster != currentNucleus.parent)
DrawCluster(parentCluster, position, color, size);
else if (nucleus is Cluster cluster)
DrawCluster(cluster, position, color, size);
if (expandArray == false) {// || nucleus != currentNucleus) {
// put name below nucleus
Vector3 labelPos = position - Vector3.down * (size + 5); // below neuron
style.alignment = TextAnchor.UpperCenter;
if (nucleus.parent != null && currentNucleus != null && nucleus.parent != currentNucleus.parent && nucleus.parent is Cluster parentCluster1) {
// This neuron is part of another cluster
parentCluster1.name ??= "";
int colonPos = parentCluster1.name.IndexOf(":");
string baseName;
if (colonPos > 0 && colonPos < parentCluster1.name.Length - 2)
baseName = parentCluster1.name[..colonPos] + "\n";
else
baseName = parentCluster1.name + "\n";
Handles.Label(labelPos, baseName + nucleus.name, style);
}
else {
nucleus.name ??= "";
int colonPos = nucleus.name.IndexOf(":");
if (colonPos > 0 && colonPos < nucleus.name.Length - 2) {
// if it is an array, we should not show the :0 of the first element
string baseName = nucleus.name[..colonPos];
Handles.Label(labelPos, baseName, style);
}
else
Handles.Label(labelPos, nucleus.name, style);
}
}
// Tooltip
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();
if (nucleus is Cluster parentCluster2)
OnNeuronClick(parentCluster2);
else
OnNeuronClick(nucleus);
}
}
}
protected void DrawCluster(Cluster cluster, Vector3 position, Color color, float size) {
GUIStyle labelTextStyle = new(EditorStyles.label) {
normal = { textColor = Color.white },
fontStyle = FontStyle.Bold,
};
if (expandArray) {
// Put array indices above the discs
labelTextStyle.alignment = TextAnchor.LowerCenter;
Vector3 labelPosition = position + Vector3.down * (size + 5); // below disc
// Strip the instance number in the name
int colonPos1 = cluster.name.IndexOf(":");
if (colonPos1 > 0) {
string extName = cluster.name[(colonPos1 + 2)..];
Handles.Label(labelPosition, extName, labelTextStyle);
}
else
Handles.Label(labelPosition, "0", labelTextStyle);
}
else {
// Put instance count inside the disc
labelTextStyle.alignment = TextAnchor.MiddleCenter;
Vector3 labelPosition = position + (Vector3.forward * 0.1f);
// Adjust text color based on disc color
if (color.grayscale > 0.5f)
labelTextStyle.normal.textColor = Color.black;
else
labelTextStyle.normal.textColor = Color.white;
if (cluster.instanceCount > 1) {
Handles.Label(labelPosition, cluster.instanceCount.ToString(), labelTextStyle);
labelTextStyle.normal.textColor = Color.white;
}
else if (cluster.instances != null && cluster.instances.Length > 1) {
Handles.Label(labelPosition, cluster.instances.Length.ToString(), labelTextStyle);
labelTextStyle.normal.textColor = Color.white;
}
}
// Draw a circle around the disc to indicate this is a Cluster
Handles.color = Color.white;
Handles.DrawWireDisc(position, Vector3.forward, size + 5);
}
protected void DrawClusterPrefab(ClusterPrefab prefab, Vector2 position, float size) {
Handles.color = Color.black;
Handles.DrawSolidDisc(position, Vector3.forward, size);
// Draw a circle around the disc to indicate this is a Cluster
Handles.color = Color.white;
Handles.DrawWireDisc(position, Vector3.forward, size + 5);
// put name below nucleus
GUIStyle style = new(EditorStyles.label) {
alignment = TextAnchor.MiddleCenter,
normal = { textColor = Color.white },
fontStyle = FontStyle.Bold,
};
Vector2 labelPos = position - Vector2.down * (size + 5); // below neuron
style.alignment = TextAnchor.UpperCenter;
Handles.Label(labelPos, prefab.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 click
if (e.type == EventType.MouseDown && e.button == 0) {
// Consume the event so the scene doesn't also handle it
e.Use();
Selection.activeObject = prefab;
EditorGUIUtility.PingObject(prefab);
ClusterViewer.previousPrefab = null;
CreateEditor(prefab);
}
}
}
protected void DrawAllOutputs(Vector2 position, float size) {
GUIStyle labelTextStyle = new(EditorStyles.label) {
normal = { textColor = Color.white },
fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleCenter,
};
Handles.Label(position, "Outputs", labelTextStyle);
Rect neuronRect = new(position.x - size, position.y - size, size * 2, size * 2);
Event e = Event.current;
if (e != null && neuronRect.Contains(e.mousePosition)) {
// Process click
if (e.type == EventType.MouseDown && e.button == 0) {
// Consume the event so the scene doesn't also handle it
e.Use();
OnAllOutputsClick();
}
}
}
protected void DrawEdge(Vector2 from, Vector2 to, float radius = 20) {
Handles.color = Color.white;
// Handles.DrawLine(from, to);
Vector2 dir = to - from;
float len = dir.magnitude;
if (len <= 2f * radius || len <= Mathf.Epsilon)
// line too short
return;
Vector2 n = dir / len; // normalized
Vector2 a = from + n * radius;
Vector2 b = to - n * radius;
Handles.DrawLine(a, b);
}
protected void HandleMouseHover(Nucleus nucleus, Rect rect) {
GUIContent tooltip;
if (nucleus is Neuron neuron) {
tooltip = new(
$"{nucleus.name}" +
$"\nValue: {neuron.outputMagnitude}");
}
else
tooltip = new($"{nucleus.name}");
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);
}
protected void OnNeuronClick(Nucleus nucleus) {
if (nucleus == this.currentNucleus) {
this.selectedSynapseNeuron = null;
// if (Application.isPlaying) {
// if (nucleus is Cluster)
// expandArray = !expandArray;
// else
// expandArray = false;
// }
// else {
if (nucleus is Cluster cluster)
OnClusterClick(cluster);
// }
}
else if (nucleus.parent != null && this.currentNucleus != null && nucleus.parent != this.currentNucleus.parent) {
// We go to a different cluster
if (Application.isPlaying) {
if (this.selectedSynapseNeuron == null && nucleus.parent.instanceCount > 1) {
this.selectedSynapseNeuron = nucleus;
expandArray = false;
}
else {
this.currentNucleus = nucleus;
if (this.currentNucleus is Neuron neuron && neuron.receivers.Count == 0)
this.selectedOutput = this.currentNucleus;
this.selectedSynapseNeuron = null;
expandArray = false;
}
}
else {
// select the cluster, not the neuron in the cluster
this.currentNucleus = nucleus.parent;
expandArray = false;
}
}
else {
this.currentNucleus = nucleus;
if (this.currentNucleus is Neuron neuron && neuron.receivers.Count == 0)
this.selectedOutput = this.currentNucleus;
expandArray = false;
}
}
protected void OnClusterClick(Cluster subCluster) {
// May be used with storedPrefab...
Selection.activeObject = subCluster.prefab;
EditorGUIUtility.PingObject(subCluster.prefab);
ClusterViewer.previousPrefab = this.currentCluster.prefab;
ClusterEditor newEditor = CreateEditor(subCluster.prefab) as ClusterEditor;
}
protected void OnAllOutputsClick() {
this.currentNucleus = null;
this.selectedOutput = null;
expandArray = false;
}
*/
#endregion Graph
void OnSceneGUI(SceneView sceneView) {
if (this.gameObject != null) {
Handles.color = Color.yellow;
if (this.selectedSynapseNeuron != null) {
foreach (Cluster sibling in this.selectedSynapseNeuron.parent.instances) {
Neuron siblingNeuron = sibling.GetNucleus(this.selectedSynapseNeuron.name) as Neuron;
Vector3 worldVector = this.gameObject.transform.TransformVector(siblingNeuron.outputValue);
Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
}
// if (this.currentNucleus is Cluster cluster) {
// foreach (Cluster sibling in cluster.siblingClusters) {
// }
// }
// // if (this.currentNucleus is IReceptor receptor) {
// // foreach (Nucleus nucleus in receptor.nucleiArray) {
// // if (nucleus is Neuron neuron) {
// // Vector3 worldVector = this.gameObject.transform.TransformVector(neuron.outputValue);
// // Handles.color = Color.yellow;
// // Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
// // }
// // }
}
else {
if (this.currentNucleus is Neuron currentNeuron) {
Vector3 worldVector = this.gameObject.transform.TransformVector(currentNeuron.outputValue);
Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector);
}
}
}
}
}
}
public class NeuroidLayer {
public int ix = 0;
public List<Nucleus> neuroids = new();
}
}

View File

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 4fe58945c76d153edacc220597474ad2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -16,12 +16,8 @@ namespace NanoBrain.Unity {
if (clusterView != null) if (clusterView != null)
clusterView.initialized = false; clusterView.initialized = false;
} }
~Cluster_Drawer() {
SceneView.duringSceneGui -= OnSceneGUI;
}
//static readonly Dictionary<string, bool> s_foldouts = new(); //static readonly Dictionary<string, ClusterView> clusterViews = new();
static readonly Dictionary<string, ClusterView> clusterViews = new();
public static void Insepctor(SerializedObject serializedObject, string propertyName) { public static void Insepctor(SerializedObject serializedObject, string propertyName) {
EditorGUILayout.PropertyField(serializedObject.FindProperty(propertyName)); EditorGUILayout.PropertyField(serializedObject.FindProperty(propertyName));
@ -32,22 +28,22 @@ namespace NanoBrain.Unity {
private static ClusterView clusterView; private static ClusterView clusterView;
private static UnityEngine.Object selectedTarget; private static UnityEngine.Object selectedTarget;
public ClusterView GetClusterView(SerializedProperty property) { // public ClusterView GetClusterView(SerializedProperty property) {
string key = property.propertyPath + "_" + property.serializedObject.targetObject.GetInstanceID();//GetEntityId(); // string key = property.propertyPath + "_" + property.serializedObject.targetObject.GetInstanceID();//GetEntityId();
if (clusterViews.TryGetValue(key, out ClusterView view)) // if (clusterViews.TryGetValue(key, out ClusterView view))
return view; // return view;
view = new ClusterView(); // view = new ClusterView(key);
clusterViews[key] = view; // clusterViews[key] = view;
return view; // return view;
} // }
public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { public override float GetPropertyHeight(SerializedProperty property, GUIContent label) {
float height = EditorGUIUtility.singleLineHeight + padding; float height = EditorGUIUtility.singleLineHeight + padding;
// string key = property.propertyPath + "_" + property.serializedObject.targetObject.GetInstanceID();//GetEntityId(); // string key = property.propertyPath + "_" + property.serializedObject.targetObject.GetInstanceID();//GetEntityId();
// //s_foldouts.TryGetValue(key, out bool isOpen); // //s_foldouts.TryGetValue(key, out bool isOpen);
// clusterViews.TryGetValue(key, out ClusterView view); // clusterViews.TryGetValue(key, out ClusterView view);
ClusterView view = GetClusterView(property); ClusterView view = ClusterView.GetClusterView(property);
SerializedProperty prefabProp = property.FindPropertyRelative(nameof(Cluster.prefab)); SerializedProperty prefabProp = property.FindPropertyRelative(nameof(Cluster.prefab));
if (prefabProp.objectReferenceValue != null && view.isOpen) { if (prefabProp.objectReferenceValue != null && view.isOpen) {
height += padding + elementHeight; height += padding + elementHeight;
@ -60,7 +56,7 @@ namespace NanoBrain.Unity {
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) {
ClusterView clusterView = GetClusterView(property); ClusterView clusterView = ClusterView.GetClusterView(property);
label = EditorGUI.BeginProperty(position, label, property); label = EditorGUI.BeginProperty(position, label, property);
@ -91,18 +87,18 @@ namespace NanoBrain.Unity {
} }
} }
if (prefabProp.objectReferenceValue is ClusterPrefab prefab) { if (prefabProp.objectReferenceValue != null) {
// // Graph is not shown when multi-editing // // Graph is not shown when multi-editing
if (property.serializedObject.targetObjects.Length == 1) { if (property.serializedObject.targetObjects.Length == 1) {
UnityEngine.Object targetObject = property.serializedObject.targetObject; UnityEngine.Object targetObject = property.serializedObject.targetObject;
Cluster_Drawer.selectedTarget = targetObject; Cluster_Drawer.selectedTarget = targetObject;
Cluster cluster; Cluster cluster;
if (clusterView.initialized) { if (clusterView.initialized || Application.isPlaying) {
cluster = SerializedPropertyUtility.GetManagedObjectForProperty(targetObject, property.propertyPath) as Cluster; cluster = SerializedPropertyUtility.GetManagedObjectForProperty(targetObject, property.propertyPath) as Cluster;
} }
else { else {
// This does not work property yet it seems // This does not work properly yet it seems
Debug.Log("Instantiate"); Debug.Log("Instantiate");
ClusterPrefab clusterPrefab = prefabProp.objectReferenceValue as ClusterPrefab; ClusterPrefab clusterPrefab = prefabProp.objectReferenceValue as ClusterPrefab;
cluster = new(clusterPrefab); cluster = new(clusterPrefab);
@ -127,8 +123,13 @@ namespace NanoBrain.Unity {
// content rect below header // content rect below header
Rect drawRect = new(fieldRect.x, headerRect.yMax + 2f, fieldRect.width, 450f); Rect drawRect = new(fieldRect.x, headerRect.yMax + 2f, fieldRect.width, 450f);
if (clusterView.currentCluster == null || clusterView.currentCluster != cluster) {
clusterView.currentCluster = cluster;
clusterView.currentNucleus = cluster.defaultOutput;
clusterView.selectedOutput = clusterView.currentNucleus;
}
Cluster_Drawer.clusterView = clusterView; Cluster_Drawer.clusterView = clusterView;
ClusterView.Render(drawRect, cluster, property); clusterView.Render(drawRect);
//Debug.Log(prefab.cluster.defaultOutput.outputMagnitude); //Debug.Log(prefab.cluster.defaultOutput.outputMagnitude);
} }
} }
@ -149,15 +150,15 @@ namespace NanoBrain.Unity {
gameObject = g; gameObject = g;
Handles.color = Color.yellow; Handles.color = Color.yellow;
if (clusterView.selectedSynapseNeuron != null) { if (Cluster_Drawer.clusterView.selectedSynapseNeuron != null) {
foreach (Cluster sibling in clusterView.selectedSynapseNeuron.parent.instances) { foreach (Cluster sibling in Cluster_Drawer.clusterView.selectedSynapseNeuron.parent.instances) {
Neuron siblingNeuron = sibling.GetNucleus(clusterView.selectedSynapseNeuron.name) as Neuron; Neuron siblingNeuron = sibling.GetNucleus(Cluster_Drawer.clusterView.selectedSynapseNeuron.name) as Neuron;
Vector3 worldVector = gameObject.transform.TransformVector(siblingNeuron.outputValue); Vector3 worldVector = gameObject.transform.TransformVector(siblingNeuron.outputValue);
Handles.DrawLine(gameObject.transform.position, gameObject.transform.position + worldVector); Handles.DrawLine(gameObject.transform.position, gameObject.transform.position + worldVector);
} }
} }
else { else {
if (clusterView.currentNucleus is Neuron currentNeuron) { if (Cluster_Drawer.clusterView.currentNucleus is Neuron currentNeuron) {
Vector3 worldVector = gameObject.transform.TransformVector(currentNeuron.outputValue); Vector3 worldVector = gameObject.transform.TransformVector(currentNeuron.outputValue);
Handles.DrawLine(gameObject.transform.position, gameObject.transform.position + worldVector); Handles.DrawLine(gameObject.transform.position, gameObject.transform.position + worldVector);
} }
@ -165,7 +166,7 @@ namespace NanoBrain.Unity {
} }
private static void OnSelectionChanged() { private static void OnSelectionChanged() {
foreach (ClusterView clusterView in clusterViews.Values) { foreach (ClusterView clusterView in ClusterView.clusterViews.Values) {
clusterView.initialized = false; clusterView.initialized = false;
} }
} }

View File

@ -109,6 +109,8 @@ namespace NanoBrain {
/// Strange that this does not take any parameters or return values. /// Strange that this does not take any parameters or return values.
/// Where which the clone be found??? /// Where which the clone be found???
private void ClonePrefab() { private void ClonePrefab() {
this.name += " " + Time.time;
Debug.Log($"Clone Prefab {this.prefab.name} -> {this.name}");
if (this.prefab == null || this.prefab.cluster == null || this.prefab.cluster.nuclei == null) if (this.prefab == null || this.prefab.cluster == null || this.prefab.cluster.nuclei == null)
return; return;
@ -176,12 +178,12 @@ namespace NanoBrain {
}; };
for (int instanceIx = 1; instanceIx < clonedCluster.instanceCount; instanceIx++) { for (int instanceIx = 1; instanceIx < clonedCluster.instanceCount; instanceIx++) {
// Create another sibling // Create another sibling
// Debug.Log($"create {clonedCluster.prefab.name} sibling");
Cluster sibling = new(clonedCluster.prefab, this) { Cluster sibling = new(clonedCluster.prefab, this) {
name = $"{clonedCluster.baseName}: {instanceIx}", name = $"{clonedCluster.baseName}: {instanceIx} [{Time.time}]",
parent = this.parent, parent = this.parent,
instanceCount = this.instanceCount, instanceCount = this.instanceCount,
}; };
Debug.Log($"create {clonedCluster.prefab.name} sibling: {sibling.name}");
siblings.Add(sibling); siblings.Add(sibling);
CopyAllExternalReceivers(clonedCluster, sibling, clonedCluster.prefab, this); CopyAllExternalReceivers(clonedCluster, sibling, clonedCluster.prefab, this);
} }