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 ClusterView(string key) {
|
||||
this.key = key;
|
||||
ClusterView.clusterViews[this.key] = this;
|
||||
}
|
||||
|
||||
public static ClusterPrefab previousPrefab;
|
||||
|
||||
private static readonly float discRadius = 20;
|
||||
@ -19,17 +24,17 @@ namespace NanoBrain.Unity {
|
||||
}
|
||||
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) {
|
||||
string key = property.propertyPath + "_" + property.serializedObject.targetObject.GetInstanceID();//GetEntityId();
|
||||
if (!clusterViews.TryGetValue(key, out ClusterView clusterView))
|
||||
clusterView = new() { key = key };
|
||||
clusterView = new(key);// { key = key };
|
||||
return clusterView;
|
||||
}
|
||||
public static ClusterView GetClusterView(SerializedObject serializedObject) {
|
||||
string key = serializedObject.targetObject.GetInstanceID().ToString(); //GetEntityId().ToString();
|
||||
if (!clusterViews.TryGetValue(key, out ClusterView clusterView))
|
||||
clusterView = new() { key = key };
|
||||
clusterView = new(key); // { key = key };
|
||||
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)
|
||||
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) {
|
||||
EditorGUILayout.PropertyField(serializedObject.FindProperty(propertyName));
|
||||
@ -32,22 +28,22 @@ namespace NanoBrain.Unity {
|
||||
private static ClusterView clusterView;
|
||||
private static UnityEngine.Object selectedTarget;
|
||||
|
||||
public ClusterView GetClusterView(SerializedProperty property) {
|
||||
string key = property.propertyPath + "_" + property.serializedObject.targetObject.GetInstanceID();//GetEntityId();
|
||||
if (clusterViews.TryGetValue(key, out ClusterView view))
|
||||
return view;
|
||||
// public ClusterView GetClusterView(SerializedProperty property) {
|
||||
// string key = property.propertyPath + "_" + property.serializedObject.targetObject.GetInstanceID();//GetEntityId();
|
||||
// if (clusterViews.TryGetValue(key, out ClusterView view))
|
||||
// return view;
|
||||
|
||||
view = new ClusterView();
|
||||
clusterViews[key] = view;
|
||||
return view;
|
||||
}
|
||||
// view = new ClusterView(key);
|
||||
// clusterViews[key] = view;
|
||||
// return view;
|
||||
// }
|
||||
|
||||
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);
|
||||
// clusterViews.TryGetValue(key, out ClusterView view);
|
||||
ClusterView view = GetClusterView(property);
|
||||
ClusterView view = ClusterView.GetClusterView(property);
|
||||
SerializedProperty prefabProp = property.FindPropertyRelative(nameof(Cluster.prefab));
|
||||
if (prefabProp.objectReferenceValue != null && view.isOpen) {
|
||||
height += padding + elementHeight;
|
||||
@ -60,7 +56,7 @@ namespace NanoBrain.Unity {
|
||||
|
||||
|
||||
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);
|
||||
|
||||
@ -91,18 +87,18 @@ namespace NanoBrain.Unity {
|
||||
}
|
||||
}
|
||||
|
||||
if (prefabProp.objectReferenceValue is ClusterPrefab prefab) {
|
||||
if (prefabProp.objectReferenceValue != null) {
|
||||
// // Graph is not shown when multi-editing
|
||||
if (property.serializedObject.targetObjects.Length == 1) {
|
||||
UnityEngine.Object targetObject = property.serializedObject.targetObject;
|
||||
Cluster_Drawer.selectedTarget = targetObject;
|
||||
|
||||
Cluster cluster;
|
||||
if (clusterView.initialized) {
|
||||
if (clusterView.initialized || Application.isPlaying) {
|
||||
cluster = SerializedPropertyUtility.GetManagedObjectForProperty(targetObject, property.propertyPath) as Cluster;
|
||||
}
|
||||
else {
|
||||
// This does not work property yet it seems
|
||||
// This does not work properly yet it seems
|
||||
Debug.Log("Instantiate");
|
||||
ClusterPrefab clusterPrefab = prefabProp.objectReferenceValue as ClusterPrefab;
|
||||
cluster = new(clusterPrefab);
|
||||
@ -127,8 +123,13 @@ namespace NanoBrain.Unity {
|
||||
// content rect below header
|
||||
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;
|
||||
ClusterView.Render(drawRect, cluster, property);
|
||||
clusterView.Render(drawRect);
|
||||
//Debug.Log(prefab.cluster.defaultOutput.outputMagnitude);
|
||||
}
|
||||
}
|
||||
@ -149,15 +150,15 @@ namespace NanoBrain.Unity {
|
||||
gameObject = g;
|
||||
|
||||
Handles.color = Color.yellow;
|
||||
if (clusterView.selectedSynapseNeuron != null) {
|
||||
foreach (Cluster sibling in clusterView.selectedSynapseNeuron.parent.instances) {
|
||||
Neuron siblingNeuron = sibling.GetNucleus(clusterView.selectedSynapseNeuron.name) as Neuron;
|
||||
if (Cluster_Drawer.clusterView.selectedSynapseNeuron != null) {
|
||||
foreach (Cluster sibling in Cluster_Drawer.clusterView.selectedSynapseNeuron.parent.instances) {
|
||||
Neuron siblingNeuron = sibling.GetNucleus(Cluster_Drawer.clusterView.selectedSynapseNeuron.name) as Neuron;
|
||||
Vector3 worldVector = gameObject.transform.TransformVector(siblingNeuron.outputValue);
|
||||
Handles.DrawLine(gameObject.transform.position, gameObject.transform.position + worldVector);
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (clusterView.currentNucleus is Neuron currentNeuron) {
|
||||
if (Cluster_Drawer.clusterView.currentNucleus is Neuron currentNeuron) {
|
||||
Vector3 worldVector = gameObject.transform.TransformVector(currentNeuron.outputValue);
|
||||
Handles.DrawLine(gameObject.transform.position, gameObject.transform.position + worldVector);
|
||||
}
|
||||
@ -165,7 +166,7 @@ namespace NanoBrain.Unity {
|
||||
}
|
||||
|
||||
private static void OnSelectionChanged() {
|
||||
foreach (ClusterView clusterView in clusterViews.Values) {
|
||||
foreach (ClusterView clusterView in ClusterView.clusterViews.Values) {
|
||||
clusterView.initialized = false;
|
||||
}
|
||||
}
|
||||
|
||||
@ -109,6 +109,8 @@ namespace NanoBrain {
|
||||
/// Strange that this does not take any parameters or return values.
|
||||
/// Where which the clone be found???
|
||||
private void ClonePrefab() {
|
||||
this.name += " " + Time.time;
|
||||
Debug.Log($"Clone Prefab {this.prefab.name} -> {this.name}");
|
||||
if (this.prefab == null || this.prefab.cluster == null || this.prefab.cluster.nuclei == null)
|
||||
return;
|
||||
|
||||
@ -176,12 +178,12 @@ namespace NanoBrain {
|
||||
};
|
||||
for (int instanceIx = 1; instanceIx < clonedCluster.instanceCount; instanceIx++) {
|
||||
// Create another sibling
|
||||
// Debug.Log($"create {clonedCluster.prefab.name} sibling");
|
||||
Cluster sibling = new(clonedCluster.prefab, this) {
|
||||
name = $"{clonedCluster.baseName}: {instanceIx}",
|
||||
name = $"{clonedCluster.baseName}: {instanceIx} [{Time.time}]",
|
||||
parent = this.parent,
|
||||
instanceCount = this.instanceCount,
|
||||
};
|
||||
Debug.Log($"create {clonedCluster.prefab.name} sibling: {sibling.name}");
|
||||
siblings.Add(sibling);
|
||||
CopyAllExternalReceivers(clonedCluster, sibling, clonedCluster.prefab, this);
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user