Fix clusterview
This commit is contained in:
parent
5584123c20
commit
ffa1581f54
@ -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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: f05072314d39990639a2dbf99f322664
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
|
|
||||||
}
|
|
||||||
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 5f43b401b7d59dec7ac7d493cbc4927d
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -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;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -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();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 4fe58945c76d153edacc220597474ad2
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -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);
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user