Compare commits
No commits in common. "cc9a845b643ffb4a9abe4f7da787ac5c5b14dae8" and "1c7b8e794074d81a7e99a08bf2ee3b09d8fc04c4" have entirely different histories.
cc9a845b64
...
1c7b8e7940
369
Editor/BrainEditorWindow.cs
Normal file
369
Editor/BrainEditorWindow.cs
Normal file
@ -0,0 +1,369 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEditor;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
|
namespace NanoBrain {
|
||||||
|
|
||||||
|
// Simple DAG data model
|
||||||
|
[System.Serializable]
|
||||||
|
public class DagNode {
|
||||||
|
public int id;
|
||||||
|
public string title;
|
||||||
|
public Vector2 position;
|
||||||
|
public float radius = 20f; // circle radius
|
||||||
|
}
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class DagEdge {
|
||||||
|
public int fromId;
|
||||||
|
public int toId;
|
||||||
|
}
|
||||||
|
|
||||||
|
public class BrainEditorWindow : EditorWindow {
|
||||||
|
readonly List<DagNode> nodes = new();
|
||||||
|
readonly List<DagEdge> edges = new();
|
||||||
|
|
||||||
|
Vector2 pan = Vector2.zero;
|
||||||
|
float zoom = 1.0f;
|
||||||
|
const float minZoom = 0.5f;
|
||||||
|
const float maxZoom = 2.0f;
|
||||||
|
|
||||||
|
// Vector2 dragStart;
|
||||||
|
// bool draggingNode = false;
|
||||||
|
// int draggingNodeId = -1;
|
||||||
|
|
||||||
|
private readonly System.Type acceptedType = typeof(ClusterPrefab);
|
||||||
|
|
||||||
|
[MenuItem("Window/Brain Viewer")]
|
||||||
|
public static void ShowWindow() {
|
||||||
|
var w = GetWindow<BrainEditorWindow>("Brain Viewer");
|
||||||
|
w.minSize = new Vector2(500, 300);
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnEnable() {
|
||||||
|
// if (nodes.Count == 0)
|
||||||
|
// CreateSampleGraph();
|
||||||
|
|
||||||
|
|
||||||
|
// Register callback so window updates when selection changes
|
||||||
|
Selection.selectionChanged += OnSelectionChanged;
|
||||||
|
RefreshSelection();
|
||||||
|
ComputeLeftToRightLayout();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable() {
|
||||||
|
Selection.selectionChanged -= OnSelectionChanged;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnSelectionChanged() {
|
||||||
|
RefreshSelection();
|
||||||
|
ComputeLeftToRightLayout();
|
||||||
|
Repaint();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RefreshSelection() {
|
||||||
|
ClusterPrefab prefab = Selection.activeObject as ClusterPrefab;
|
||||||
|
if (prefab != null && acceptedType.IsAssignableFrom(prefab.GetType())) {
|
||||||
|
GenerateGraph(prefab);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void GenerateGraph(ClusterPrefab prefab) {
|
||||||
|
nodes.Clear();
|
||||||
|
edges.Clear();
|
||||||
|
|
||||||
|
int ix = 0;
|
||||||
|
foreach (Nucleus nucleus in prefab.nuclei) {
|
||||||
|
nodes.Add(new DagNode() { id = ix, title = nucleus.name });
|
||||||
|
if (nucleus is Neuron neuron) {
|
||||||
|
foreach (Nucleus receiver in neuron.receivers) {
|
||||||
|
int receiverIx = prefab.GetNucleusIndex(receiver);
|
||||||
|
edges.Add(new DagEdge() { fromId = ix, toId = receiverIx });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
ix++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// void CreateSampleGraph() {
|
||||||
|
// nodes.Clear();
|
||||||
|
// edges.Clear();
|
||||||
|
|
||||||
|
// nodes.Add(new DagNode() { id = 0, title = "In1" });
|
||||||
|
// nodes.Add(new DagNode() { id = 1, title = "In2" });
|
||||||
|
// nodes.Add(new DagNode() { id = 2, title = "A" });
|
||||||
|
// nodes.Add(new DagNode() { id = 3, title = "B" });
|
||||||
|
// nodes.Add(new DagNode() { id = 4, title = "C" });
|
||||||
|
// nodes.Add(new DagNode() { id = 5, title = "Out1" });
|
||||||
|
// nodes.Add(new DagNode() { id = 6, title = "Out2" });
|
||||||
|
|
||||||
|
// edges.Add(new DagEdge() { fromId = 0, toId = 2 });
|
||||||
|
// edges.Add(new DagEdge() { fromId = 1, toId = 2 });
|
||||||
|
// edges.Add(new DagEdge() { fromId = 2, toId = 3 });
|
||||||
|
// edges.Add(new DagEdge() { fromId = 2, toId = 4 });
|
||||||
|
// edges.Add(new DagEdge() { fromId = 3, toId = 5 });
|
||||||
|
// edges.Add(new DagEdge() { fromId = 4, toId = 6 });
|
||||||
|
// }
|
||||||
|
|
||||||
|
void OnGUI() {
|
||||||
|
HandleInput();
|
||||||
|
|
||||||
|
Rect rect = new(0, 0, position.width, position.height);
|
||||||
|
EditorGUI.DrawRect(rect, new Color(0.11f, 0.11f, 0.11f));
|
||||||
|
|
||||||
|
// compute window center
|
||||||
|
Vector2 windowCenter = new(position.width / 2f, position.height / 2f);
|
||||||
|
|
||||||
|
// compute graph bounds center (in graph space)
|
||||||
|
Rect bounds = GetGraphBounds();
|
||||||
|
Vector2 graphCenter = bounds.center;
|
||||||
|
|
||||||
|
// compute autoPan that recenters the graph (does not modify node positions)
|
||||||
|
Vector2 autoPan = -graphCenter; // moves graph center to origin
|
||||||
|
// total translation = windowCenter + autoPan + user pan
|
||||||
|
Matrix4x4 oldMatrix = GUI.matrix;
|
||||||
|
GUI.matrix = Matrix4x4.TRS(windowCenter + autoPan + pan, Quaternion.identity, Vector3.one * zoom) *
|
||||||
|
Matrix4x4.TRS(-windowCenter, Quaternion.identity, Vector3.one);
|
||||||
|
|
||||||
|
|
||||||
|
// Draw edges first
|
||||||
|
foreach (DagEdge e in edges) {
|
||||||
|
DagNode from = GetNodeById(e.fromId);
|
||||||
|
DagNode to = GetNodeById(e.toId);
|
||||||
|
if (from == null || to == null) continue;
|
||||||
|
DrawEdgeCircleNodes(from, to);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw nodes (circles)
|
||||||
|
foreach (DagNode n in nodes)
|
||||||
|
DrawNucleus(n);
|
||||||
|
|
||||||
|
GUI.matrix = oldMatrix;
|
||||||
|
|
||||||
|
// Footer toolbar
|
||||||
|
GUILayout.FlexibleSpace();
|
||||||
|
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||||
|
if (GUILayout.Button("Fit", EditorStyles.toolbarButton)) FitToView();
|
||||||
|
if (GUILayout.Button("Layout LR", EditorStyles.toolbarButton)) ComputeLeftToRightLayout();
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandleInput() {
|
||||||
|
Event e = Event.current;
|
||||||
|
|
||||||
|
// Zoom with scroll
|
||||||
|
if (e.type == EventType.ScrollWheel) {
|
||||||
|
float oldZoom = zoom;
|
||||||
|
float delta = -e.delta.y * 0.01f;
|
||||||
|
zoom = Mathf.Clamp(zoom + delta, minZoom, maxZoom);
|
||||||
|
Vector2 mouse = e.mousePosition;
|
||||||
|
pan += (mouse - new Vector2(position.width / 2, position.height / 2)) * (1 - zoom / oldZoom);
|
||||||
|
e.Use();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pan with middle or right+ctrl drag
|
||||||
|
if (e.type == EventType.MouseDrag && (e.button == 2 || (e.button == 1 && e.control))) {
|
||||||
|
pan += e.delta;
|
||||||
|
e.Use();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
DagNode GetNodeById(int id) => nodes.FirstOrDefault(x => x.id == id);
|
||||||
|
List<DagEdge> GetIncomingEdges(DagNode node) {
|
||||||
|
List<DagEdge> incoming = new();
|
||||||
|
foreach (DagEdge e in edges) {
|
||||||
|
if (e.toId == node.id)
|
||||||
|
incoming.Add(e);
|
||||||
|
}
|
||||||
|
return incoming;
|
||||||
|
}
|
||||||
|
List<DagEdge> GetOutgoingEdges(DagNode node) {
|
||||||
|
List<DagEdge> outgoing = new();
|
||||||
|
foreach (DagEdge e in edges) {
|
||||||
|
if (e.fromId == node.id)
|
||||||
|
outgoing.Add(e);
|
||||||
|
}
|
||||||
|
return outgoing;
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawNucleus(DagNode n) {
|
||||||
|
Vector3 position = n.position;
|
||||||
|
|
||||||
|
Handles.color = Color.white * 0.9f;
|
||||||
|
Handles.DrawSolidDisc(n.position, Vector3.forward, n.radius);
|
||||||
|
|
||||||
|
if (GetIncomingEdges(n).Count == 0)
|
||||||
|
DrawArrowHead(n.position - new Vector2(n.radius + 10, 0), n.position - new Vector2(n.radius + 5, 0), 10f / zoom, 12f / zoom, Color.white);
|
||||||
|
if (GetOutgoingEdges(n).Count == 0)
|
||||||
|
DrawArrowHead(n.position + new Vector2(n.radius + 10, 0), n.position + new Vector2(n.radius + 15, 0), 10f / zoom, 12f / zoom, Color.white);
|
||||||
|
|
||||||
|
Handles.color = Color.white;
|
||||||
|
GUIStyle style = new(EditorStyles.label) {
|
||||||
|
alignment = TextAnchor.UpperCenter,
|
||||||
|
normal = { textColor = Color.white },
|
||||||
|
fontStyle = FontStyle.Bold,
|
||||||
|
};
|
||||||
|
Vector3 labelPos = position - Vector3.down * (n.radius + 10f); // below disc along up axis
|
||||||
|
Handles.Label(labelPos, n.title, style);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawEdgeCircleNodes(DagNode from, DagNode to) {
|
||||||
|
Vector2 a = from.position;
|
||||||
|
Vector2 b = to.position;
|
||||||
|
if (a == b) return;
|
||||||
|
|
||||||
|
Handles.color = Color.white * 0.9f;
|
||||||
|
Handles.DrawLine(from.position, to.position);
|
||||||
|
|
||||||
|
// Vector2 dir = (b - a).normalized;
|
||||||
|
// Vector2 start = a + dir * from.radius;
|
||||||
|
// Vector2 end = b - dir * to.radius;
|
||||||
|
|
||||||
|
//DrawArrowHead(end - dir * 2f, end, 10f / zoom, 12f / zoom, Color.white);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawArrowHead(Vector2 from, Vector2 to, float headWidth, float headLength, Color color) {
|
||||||
|
Vector2 dir = (to - from).normalized;
|
||||||
|
if (dir == Vector2.zero) return;
|
||||||
|
Vector2 right = new Vector2(-dir.y, dir.x);
|
||||||
|
|
||||||
|
Vector3 p1 = to;
|
||||||
|
Vector3 p2 = to - dir * headLength + right * headWidth * 0.5f;
|
||||||
|
Vector3 p3 = to - dir * headLength - right * headWidth * 0.5f;
|
||||||
|
|
||||||
|
Handles.color = color;
|
||||||
|
Handles.DrawAAConvexPolygon(p1, p2, p3);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Left-to-right layered layout (sources on the left, sinks on the right)
|
||||||
|
void ComputeLeftToRightLayout() {
|
||||||
|
// build adjacency and indegree
|
||||||
|
var adj = nodes.ToDictionary(n => n.id, n => new List<int>());
|
||||||
|
var indeg = nodes.ToDictionary(n => n.id, n => 0);
|
||||||
|
foreach (var e in edges) {
|
||||||
|
if (!adj.ContainsKey(e.fromId) || !adj.ContainsKey(e.toId)) continue;
|
||||||
|
adj[e.fromId].Add(e.toId);
|
||||||
|
indeg[e.toId]++;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Kahn's algorithm to compute topological layers (horizontal layers)
|
||||||
|
Dictionary<int, int> layer = new();
|
||||||
|
Queue<int> q = new(indeg.Where(kv => kv.Value == 0).Select(kv => kv.Key));
|
||||||
|
foreach (var id in q) layer[id] = 0;
|
||||||
|
|
||||||
|
while (q.Count > 0) {
|
||||||
|
int u = q.Dequeue();
|
||||||
|
int l = layer[u];
|
||||||
|
foreach (var v in adj[u]) {
|
||||||
|
// prefer placing v at least one layer after u
|
||||||
|
if (!layer.ContainsKey(v) || layer[v] < l + 1) layer[v] = l + 1;
|
||||||
|
indeg[v]--;
|
||||||
|
if (indeg[v] == 0) q.Enqueue(v);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Any unreachable nodes -> assign next layers
|
||||||
|
int maxLayer = layer.Count > 0 ? layer.Values.Max() : 0;
|
||||||
|
foreach (var n in nodes) {
|
||||||
|
if (!layer.ContainsKey(n.id)) {
|
||||||
|
maxLayer++;
|
||||||
|
layer[n.id] = maxLayer;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Group nodes by layer (left to right)
|
||||||
|
var layers = layer.GroupBy(kv => kv.Value).OrderBy(g => g.Key).Select(g => g.Select(x => x.Key).ToList()).ToList();
|
||||||
|
|
||||||
|
// Layout parameters (horizontal spacing drives left->right)
|
||||||
|
float hSpacing = 150f;
|
||||||
|
float vSpacing = 100f;
|
||||||
|
|
||||||
|
// Place nodes: x increases with layer index, y spaced within layer
|
||||||
|
for (int li = 0; li < layers.Count; li++) {
|
||||||
|
var lst = layers[li];
|
||||||
|
float totalHeight = (lst.Count - 1) * vSpacing;
|
||||||
|
for (int i = 0; i < lst.Count; i++) {
|
||||||
|
int id = lst[i];
|
||||||
|
var n = GetNodeById(id);
|
||||||
|
if (n == null) continue;
|
||||||
|
float x = hSpacing + li * hSpacing;
|
||||||
|
float y = 400 - totalHeight / 2f + i * vSpacing;
|
||||||
|
// Debug.Log($"({li}, {i}) -> {x}, {y}");
|
||||||
|
n.position = new Vector2(x, y);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Repaint();
|
||||||
|
}
|
||||||
|
|
||||||
|
void FitToView() {
|
||||||
|
if (nodes.Count == 0) return;
|
||||||
|
// compute bounds including radii
|
||||||
|
Rect bounds = new Rect(nodes[0].position - Vector2.one * nodes[0].radius, Vector2.one * nodes[0].radius * 2f);
|
||||||
|
foreach (var n in nodes)
|
||||||
|
bounds = RectUnion(bounds, new Rect(n.position - Vector2.one * n.radius, Vector2.one * n.radius * 2f));
|
||||||
|
|
||||||
|
// center graph at origin (0,0) then set pan so it appears centered in window
|
||||||
|
Vector2 graphCenter = bounds.center;
|
||||||
|
// move nodes so center is at origin
|
||||||
|
for (int i = 0; i < nodes.Count; i++)
|
||||||
|
nodes[i].position -= graphCenter;
|
||||||
|
|
||||||
|
// reset pan/zoom so centered
|
||||||
|
pan = Vector2.zero;
|
||||||
|
zoom = 1.0f;
|
||||||
|
Repaint();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
static Rect RectUnion(Rect a, Rect b) {
|
||||||
|
float xMin = Mathf.Min(a.xMin, b.xMin);
|
||||||
|
float xMax = Mathf.Max(a.xMax, b.xMax);
|
||||||
|
float yMin = Mathf.Min(a.yMin, b.yMin);
|
||||||
|
float yMax = Mathf.Max(a.yMax, b.yMax);
|
||||||
|
return Rect.MinMaxRect(xMin, yMin, xMax, yMax);
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector2 ScreenToGraph_old(Vector2 screenPos) {
|
||||||
|
Vector2 origin = new Vector2(position.width / 2, position.height / 2);
|
||||||
|
// invert the GUI.matrix transform (approx for current simple transforms)
|
||||||
|
return (screenPos - (origin + pan)) / zoom + origin * (1 - 1 / zoom);
|
||||||
|
}
|
||||||
|
Vector2 ScreenToGraph(Vector2 screenPos) {
|
||||||
|
Vector2 windowCenter = new Vector2(position.width / 2f, position.height / 2f);
|
||||||
|
Rect bounds = GetGraphBounds();
|
||||||
|
Vector2 graphCenter = bounds.center;
|
||||||
|
Vector2 autoPan = -graphCenter;
|
||||||
|
// inverse of: screen -> translate by -(windowCenter+autoPan+pan), scale by 1/zoom, translate by windowCenter
|
||||||
|
return (screenPos - (windowCenter + autoPan + pan)) / zoom + windowCenter;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Rect GetGraphBounds() {
|
||||||
|
if (nodes == null || nodes.Count == 0) return new Rect(Vector2.zero, Vector2.one);
|
||||||
|
Rect bounds = new(
|
||||||
|
nodes[0].position - Vector2.one * nodes[0].radius,
|
||||||
|
2f * nodes[0].radius * Vector2.one);
|
||||||
|
foreach (var n in nodes)
|
||||||
|
bounds = RectUnion(bounds,
|
||||||
|
new Rect(n.position - Vector2.one * n.radius, 2f * n.radius * Vector2.one));
|
||||||
|
return bounds;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
int HitTestNode(Vector2 graphPos) {
|
||||||
|
// returns node id under point or -1
|
||||||
|
for (int i = nodes.Count - 1; i >= 0; i--) {
|
||||||
|
var n = nodes[i];
|
||||||
|
if ((graphPos - n.position).sqrMagnitude <= n.radius * n.radius) return n.id;
|
||||||
|
}
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
2
Editor/BrainEditorWindow.cs.meta
Normal file
2
Editor/BrainEditorWindow.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f041740900808273ab006e7d276a78e9
|
||||||
@ -7,51 +7,55 @@ using UnityEngine.UIElements;
|
|||||||
namespace NanoBrain {
|
namespace NanoBrain {
|
||||||
|
|
||||||
[CustomEditor(typeof(Brain))]
|
[CustomEditor(typeof(Brain))]
|
||||||
public class Brain_Editor : Editor {
|
public class NanoBrainComponent_Editor : Editor {
|
||||||
protected static VisualElement mainContainer;
|
protected static VisualElement mainContainer;
|
||||||
protected static VisualElement inspectorContainer;
|
protected static VisualElement inspectorContainer;
|
||||||
|
|
||||||
public Brain component;
|
protected Brain component;
|
||||||
private SerializedProperty brainProp;
|
private SerializedProperty brainProp;
|
||||||
|
|
||||||
|
//ClusterInspector.GraphView board;
|
||||||
|
|
||||||
public void OnEnable() {
|
public void OnEnable() {
|
||||||
component = target as Brain;
|
component = target as Brain;
|
||||||
|
|
||||||
if (Application.isPlaying == false && serializedObject != null) {
|
if (Application.isPlaying == false && serializedObject != null) {
|
||||||
string propertyName = nameof(Brain.brainPrefab);
|
string propertyName = nameof(Brain.defaultBrain);
|
||||||
brainProp = serializedObject.FindProperty(propertyName);
|
brainProp = serializedObject.FindProperty(propertyName);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override VisualElement CreateInspectorGUI() {
|
public override VisualElement CreateInspectorGUI() {
|
||||||
|
Cluster brain = component.brain;
|
||||||
|
|
||||||
if (Application.isPlaying == false)
|
if (Application.isPlaying == false)
|
||||||
serializedObject.Update();
|
serializedObject.Update();
|
||||||
|
|
||||||
|
|
||||||
VisualElement root = new() {
|
VisualElement root = new();
|
||||||
style = {
|
if (Application.isPlaying == false) {
|
||||||
paddingLeft = 0,
|
PropertyField brainField = new(brainProp) {
|
||||||
paddingRight = 0,
|
label = "Cluster Prefab"
|
||||||
paddingTop = 0,
|
};
|
||||||
paddingBottom = 0
|
root.Add(brainField);
|
||||||
}
|
}
|
||||||
};
|
|
||||||
root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
|
|
||||||
|
|
||||||
PropertyField brainField = new(brainProp) {
|
if (brain != null)
|
||||||
label = "Cluster Prefab"
|
CreateViewer(root, brain.prefab, brain.defaultOutput, component.gameObject);
|
||||||
};
|
|
||||||
root.Add(brainField);
|
|
||||||
|
|
||||||
CreateViewer(root, component.brain, component.gameObject);
|
|
||||||
|
|
||||||
if (Application.isPlaying == false)
|
if (Application.isPlaying == false)
|
||||||
serializedObject.ApplyModifiedProperties();
|
serializedObject.ApplyModifiedProperties();
|
||||||
return root;
|
return root;
|
||||||
}
|
}
|
||||||
|
|
||||||
public ClusterViewer.GraphView CreateViewer(VisualElement root, Cluster cluster, GameObject gameObject) {
|
public static ClusterViewer.GraphView CreateViewer(VisualElement root, ClusterPrefab cluster, Nucleus output, GameObject gameObject) {
|
||||||
|
root.style.paddingLeft = 0;
|
||||||
|
root.style.paddingRight = 0;
|
||||||
|
root.style.paddingTop = 0;
|
||||||
|
root.style.paddingBottom = 0;
|
||||||
|
|
||||||
|
root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
|
||||||
|
|
||||||
VisualElement mainContainer = new() {
|
VisualElement mainContainer = new() {
|
||||||
style = {
|
style = {
|
||||||
flexDirection = FlexDirection.Row,
|
flexDirection = FlexDirection.Row,
|
||||||
@ -64,7 +68,7 @@ namespace NanoBrain {
|
|||||||
mainContainer.Add(graph);
|
mainContainer.Add(graph);
|
||||||
root.Add(mainContainer);
|
root.Add(mainContainer);
|
||||||
|
|
||||||
graph.SetGraph(gameObject);
|
graph.SetGraph(gameObject, output);
|
||||||
|
|
||||||
return graph;
|
return graph;
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,632 +0,0 @@
|
|||||||
using System.Collections.Generic;
|
|
||||||
using System.Linq;
|
|
||||||
using UnityEditor;
|
|
||||||
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.UIElements;
|
|
||||||
|
|
||||||
namespace NanoBrain {
|
|
||||||
|
|
||||||
[CustomEditor(typeof(ClusterPrefab))]
|
|
||||||
public class ClusterEditor : ClusterViewer {
|
|
||||||
|
|
||||||
public override VisualElement CreateInspectorGUI() {
|
|
||||||
ClusterPrefab prefab = target as ClusterPrefab;
|
|
||||||
if (prefab != null)
|
|
||||||
prefab.EnsureInitialization();
|
|
||||||
|
|
||||||
serializedObject.Update();
|
|
||||||
|
|
||||||
VisualElement root = new();
|
|
||||||
CreateEditor(root, prefab, null);
|
|
||||||
|
|
||||||
serializedObject.ApplyModifiedProperties();
|
|
||||||
return root;
|
|
||||||
}
|
|
||||||
|
|
||||||
public GraphView CreateEditor(VisualElement root, ClusterPrefab cluster, GameObject gameObject) {
|
|
||||||
root.style.paddingLeft = 0;
|
|
||||||
root.style.paddingRight = 0;
|
|
||||||
root.style.paddingTop = 0;
|
|
||||||
root.style.paddingBottom = 0;
|
|
||||||
|
|
||||||
root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
|
|
||||||
|
|
||||||
VisualElement mainContainer = new() {
|
|
||||||
style = {
|
|
||||||
flexDirection = FlexDirection.Row,
|
|
||||||
}
|
|
||||||
};
|
|
||||||
GraphEditor graphContainer = new(cluster);
|
|
||||||
graphContainer.style.flexShrink = 0;
|
|
||||||
graphContainer.style.width = 300;
|
|
||||||
graphContainer.style.overflow = Overflow.Hidden;
|
|
||||||
|
|
||||||
VisualElement inspectorContainer = new() {
|
|
||||||
name = "inspector",
|
|
||||||
style = {
|
|
||||||
minHeight = 450,
|
|
||||||
width = 300,
|
|
||||||
flexGrow = 0,
|
|
||||||
flexDirection = FlexDirection.Row,
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
mainContainer.Add(graphContainer);
|
|
||||||
mainContainer.Add(inspectorContainer);
|
|
||||||
root.Add(mainContainer);
|
|
||||||
|
|
||||||
graphContainer.SetGraph(gameObject, inspectorContainer);
|
|
||||||
|
|
||||||
return graphContainer;
|
|
||||||
}
|
|
||||||
|
|
||||||
public class GraphEditor : GraphView {
|
|
||||||
|
|
||||||
protected ClusterPrefab prefab;
|
|
||||||
|
|
||||||
public GraphEditor(ClusterPrefab prefab) : base(prefab.output.parent) {
|
|
||||||
this.prefab = prefab;
|
|
||||||
|
|
||||||
// In a Prefab editor, no instance exists but we need it for the ClusterViewer.
|
|
||||||
// So we create a temporary instance
|
|
||||||
Cluster cluster = new(prefab);
|
|
||||||
this.currentCluster = cluster;
|
|
||||||
|
|
||||||
Button addButton = new(() => OnAddClusterOutput()) {
|
|
||||||
text = "Add"
|
|
||||||
};
|
|
||||||
topMenuContainer?.Add(addButton);
|
|
||||||
|
|
||||||
Add(topMenuContainer);
|
|
||||||
}
|
|
||||||
|
|
||||||
void OnAddClusterOutput() {
|
|
||||||
Nucleus newOutput = new Neuron(this.prefab, "New Output");
|
|
||||||
this.prefab.RefreshOutputs();
|
|
||||||
outputsPopup.choices = this.prefab.outputs.Select(output => output.name).ToList();
|
|
||||||
outputsPopup.value = newOutput.name;
|
|
||||||
|
|
||||||
this.currentNucleus = newOutput;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetGraph(GameObject gameObject, VisualElement inspectorContainer) {
|
|
||||||
this.gameObject = gameObject;
|
|
||||||
|
|
||||||
if (Application.isPlaying == false)
|
|
||||||
this.serializedBrain = new SerializedObject(this.prefab);
|
|
||||||
this.selectedOutput = this.currentCluster.outputs[0];
|
|
||||||
this.currentNucleus = this.selectedOutput;
|
|
||||||
//this.currentCluster = this.currentNucleus.parent;
|
|
||||||
Rebuild(inspectorContainer);
|
|
||||||
// if (outputsPopup != null)
|
|
||||||
// OnOutputChanged(outputsPopup.choices[0]);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Rebuild(VisualElement inspectorContainer) {
|
|
||||||
|
|
||||||
if (this.currentNucleus == null) {
|
|
||||||
inspectorContainer.Clear();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
string path = AssetDatabase.GetAssetPath(this.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");
|
|
||||||
}
|
|
||||||
// DrawInspector(inspectorContainer);
|
|
||||||
if (inspectorContainer == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
inspectorContainer.Clear();
|
|
||||||
if (this.currentNucleus == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
// create a SerializedObject wrapper so Unity inspector controls work (and Undo)
|
|
||||||
SerializedObject so = new(prefabAsset);
|
|
||||||
|
|
||||||
foreach (Nucleus nucleus in this.prefab.nuclei) {
|
|
||||||
nucleus.Initialize();
|
|
||||||
}
|
|
||||||
|
|
||||||
this.inspectorIMGUIContainer = new IMGUIContainer(() => InspectorHandler(so));
|
|
||||||
|
|
||||||
inspectorContainer.Add(inspectorIMGUIContainer);
|
|
||||||
}
|
|
||||||
|
|
||||||
#region Inspector
|
|
||||||
|
|
||||||
private VisualElement inspectorIMGUIContainer;
|
|
||||||
private bool showSynapses = true;
|
|
||||||
private bool showActivation = true;
|
|
||||||
protected bool breakOnWake = false;
|
|
||||||
protected bool trace = false;
|
|
||||||
|
|
||||||
void InspectorHandler(SerializedObject serializedObject) {
|
|
||||||
bool anythingChanged = false;
|
|
||||||
|
|
||||||
if (serializedObject == null || serializedObject.targetObject == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (this.currentNucleus == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
serializedObject.Update();
|
|
||||||
|
|
||||||
GUIStyle headerStyle = new(EditorStyles.boldLabel) {
|
|
||||||
alignment = TextAnchor.MiddleLeft,
|
|
||||||
margin = new RectOffset(10, 0, 4, 4)
|
|
||||||
};
|
|
||||||
GUIStyle boldTextFieldStyle = new(EditorStyles.textField) {
|
|
||||||
fontStyle = FontStyle.Bold
|
|
||||||
};
|
|
||||||
|
|
||||||
// Nucleus type
|
|
||||||
string nucleusType = this.currentNucleus.GetType().Name;
|
|
||||||
GUILayout.Label(nucleusType, headerStyle);
|
|
||||||
|
|
||||||
// Nucleus name
|
|
||||||
if (this.currentNucleus.parent is Cluster parentCluster) {
|
|
||||||
EditorGUILayout.BeginHorizontal();
|
|
||||||
if (GUILayout.Button(this.currentNucleus.parent.name))
|
|
||||||
OnClusterClick(parentCluster);
|
|
||||||
EditorGUI.BeginDisabledGroup(true);
|
|
||||||
EditorGUILayout.TextField(this.currentNucleus.name, boldTextFieldStyle);
|
|
||||||
EditorGUI.EndDisabledGroup();
|
|
||||||
if (GUILayout.Button("Reimport"))
|
|
||||||
ReimportCluster(parentCluster);
|
|
||||||
EditorGUILayout.EndHorizontal();
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
string newName = EditorGUILayout.TextField(this.currentNucleus.name, boldTextFieldStyle);
|
|
||||||
if (newName != this.currentNucleus.name) {
|
|
||||||
this.currentNucleus.name = newName;
|
|
||||||
this.prefab.RefreshOutputs();
|
|
||||||
outputsPopup.choices = this.prefab.outputs.Select(output => output.name).ToList();
|
|
||||||
anythingChanged = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Current output value
|
|
||||||
if (Application.isPlaying) {
|
|
||||||
if (currentNucleus is Neuron currentNeuron1) {
|
|
||||||
GUIContent nameLabel = new("Output", currentNeuron1.outputValue.ToString());
|
|
||||||
EditorGUILayout.FloatField(nameLabel, currentNeuron1.outputMagnitude);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
EditorGUILayout.LabelField(" ");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
EditorGUILayout.LabelField(" ");
|
|
||||||
|
|
||||||
// Memory cell
|
|
||||||
if (this.currentNucleus is MemoryCell memory)
|
|
||||||
MemoryCellInspector(memory, ref anythingChanged);
|
|
||||||
// Cluster
|
|
||||||
else if (this.currentNucleus is Cluster cluster)
|
|
||||||
ClusterInspector(cluster, ref anythingChanged);
|
|
||||||
// Other
|
|
||||||
else
|
|
||||||
NucleusInspector(this.currentNucleus, ref anythingChanged);
|
|
||||||
|
|
||||||
if (GUILayout.Button("Delete"))
|
|
||||||
DeleteNucleus(this.currentNucleus);
|
|
||||||
|
|
||||||
serializedObject.ApplyModifiedProperties();
|
|
||||||
if (anythingChanged) {
|
|
||||||
EditorUtility.SetDirty(prefabAsset);
|
|
||||||
AssetDatabase.SaveAssets();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected void MemoryCellInspector(MemoryCell memoryCell, ref bool anythingChanged) {
|
|
||||||
memoryCell.staticMemory = EditorGUILayout.Toggle("Static Memory", memoryCell.staticMemory);
|
|
||||||
NucleusInspector(memoryCell, ref anythingChanged);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected void ClusterInspector(Cluster cluster, ref bool anythingChanged) {
|
|
||||||
EditorGUILayout.BeginHorizontal();
|
|
||||||
|
|
||||||
int instanceCount = cluster.instanceCount;
|
|
||||||
if (instanceCount <= 1) {
|
|
||||||
if (cluster.siblingClusters != null && cluster.siblingClusters.Length > 1)
|
|
||||||
instanceCount = cluster.siblingClusters.Count();
|
|
||||||
else
|
|
||||||
instanceCount = 1;
|
|
||||||
}
|
|
||||||
EditorGUILayout.IntField("Instances", instanceCount, GUILayout.MinWidth(150));
|
|
||||||
|
|
||||||
if (GUILayout.Button("Add")) {
|
|
||||||
Undo.RecordObject(prefabAsset, "Array add " + prefabAsset.name);
|
|
||||||
//cluster.AddInstance(this.prefab);
|
|
||||||
cluster.AddInstance();
|
|
||||||
anythingChanged = true;
|
|
||||||
}
|
|
||||||
if (GUILayout.Button("Del")) {
|
|
||||||
Undo.RecordObject(prefabAsset, "Array delete " + prefabAsset.name);
|
|
||||||
cluster.RemoveInstance();
|
|
||||||
anythingChanged = true;
|
|
||||||
}
|
|
||||||
EditorGUILayout.EndHorizontal();
|
|
||||||
|
|
||||||
if (GUILayout.Button("Reimport Cluster"))
|
|
||||||
ReimportCluster(cluster);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected void NucleusInspector(Nucleus nucleus, ref bool anythingChanged) {
|
|
||||||
SynapsesInspector(ref anythingChanged);
|
|
||||||
ActivationInspector(ref anythingChanged);
|
|
||||||
|
|
||||||
EditorGUILayout.Space();
|
|
||||||
breakOnWake = EditorGUILayout.Toggle("Break on wake", breakOnWake);
|
|
||||||
if (breakOnWake && this.currentNucleus is Neuron currentNeuron) {
|
|
||||||
if (currentNeuron.isSleeping == false)
|
|
||||||
Debug.Break();
|
|
||||||
}
|
|
||||||
trace = EditorGUILayout.Toggle("Trace", trace);
|
|
||||||
this.currentNucleus.trace = trace;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected void SynapsesInspector(ref bool anythingChanged) {
|
|
||||||
showSynapses = EditorGUILayout.BeginFoldoutHeaderGroup(showSynapses, "Synapses");
|
|
||||||
if (showSynapses) {
|
|
||||||
if (this.currentNucleus is Neuron neuron2) {
|
|
||||||
Neuron.CombinatorType newCombinator = (Neuron.CombinatorType)EditorGUILayout.EnumPopup("Combinator", neuron2.combinator);
|
|
||||||
anythingChanged |= newCombinator != neuron2.combinator;
|
|
||||||
neuron2.combinator = newCombinator;
|
|
||||||
}
|
|
||||||
|
|
||||||
EditorGUIUtility.wideMode = true;
|
|
||||||
float previousLabelWidth = EditorGUIUtility.labelWidth;
|
|
||||||
EditorGUIUtility.labelWidth = 100;
|
|
||||||
|
|
||||||
Vector3 newBias = EditorGUILayout.Vector3Field("Bias", this.currentNucleus.bias);
|
|
||||||
anythingChanged |= newBias != this.currentNucleus.bias;
|
|
||||||
this.currentNucleus.bias = newBias;
|
|
||||||
EditorGUIUtility.labelWidth = previousLabelWidth;
|
|
||||||
|
|
||||||
Nucleus[] array = null;
|
|
||||||
int elementIx = -1;
|
|
||||||
if (this.currentNucleus.synapses.Count > 0) {
|
|
||||||
Synapse[] synapses = this.currentNucleus.synapses.ToArray();
|
|
||||||
foreach (Synapse synapse in synapses) {
|
|
||||||
if (synapse.neuron == null)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
if (array != null) {
|
|
||||||
if (synapse.neuron.parent is Cluster iCluster && elementIx > 0) {
|
|
||||||
int thisElementIx = Cluster.GetNucleusIndex(iCluster.clusterNuclei, synapse.neuron);
|
|
||||||
if (thisElementIx == elementIx)
|
|
||||||
continue;
|
|
||||||
else
|
|
||||||
elementIx = thisElementIx;
|
|
||||||
}
|
|
||||||
if (array.Contains(synapse.neuron))
|
|
||||||
continue;
|
|
||||||
else if (array.Contains(synapse.neuron.parent))
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
if (synapse.neuron.parent is Cluster iReceptor) {
|
|
||||||
array = iReceptor.siblingClusters;
|
|
||||||
if (iReceptor is Cluster iCluster)
|
|
||||||
elementIx = Cluster.GetNucleusIndex(iCluster.clusterNuclei, synapse.neuron);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
EditorGUILayout.Space();
|
|
||||||
|
|
||||||
if (Application.isPlaying) {
|
|
||||||
if (synapse.neuron is Neuron synapseNeuron) {
|
|
||||||
Vector3 value = synapseNeuron.outputValue * synapse.weight;
|
|
||||||
GUIContent synapseValueLabel = new(synapse.neuron.name, synapseNeuron.outputValue.ToString());
|
|
||||||
EditorGUILayout.FloatField(synapseValueLabel, synapseNeuron.outputMagnitude);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
EditorGUILayout.BeginHorizontal();
|
|
||||||
|
|
||||||
if (synapse.neuron.clusterPrefab != this.currentNucleus.clusterPrefab) {
|
|
||||||
// If it is a cluster
|
|
||||||
GUIStyle labelStyle = new(GUI.skin.label);
|
|
||||||
float labelWidth = 200;
|
|
||||||
if (synapse.neuron.clusterPrefab != null) {
|
|
||||||
labelWidth = labelStyle.CalcSize(new GUIContent($"{synapse.neuron.clusterPrefab.name}.")).x;
|
|
||||||
GUILayout.Label($"{synapse.neuron.clusterPrefab.name}", GUILayout.Width(labelWidth));
|
|
||||||
}
|
|
||||||
//string[] options = synapse.neuron.parent.clusterNuclei.Select(n => n.name).ToArray();
|
|
||||||
string[] options = synapse.neuron.clusterPrefab.nuclei.Select(n => n.name).ToArray();
|
|
||||||
int selectedIndex = System.Array.IndexOf(options, synapse.neuron.name);
|
|
||||||
int newIndex = EditorGUILayout.Popup(selectedIndex, options);
|
|
||||||
// if (newIndex != selectedIndex && synapse.neuron.clusterPrefab.nuclei[newIndex] is Neuron newNeuron)
|
|
||||||
// ChangeSynapse(synapse, newNeuron);
|
|
||||||
if (newIndex != selectedIndex) {
|
|
||||||
// It shall be ensured that the parent.clusterNuclei and
|
|
||||||
// clusterPrefab.nuclei contain the same neurons in the same order....
|
|
||||||
Nucleus selectedNucleus = synapse.neuron.parent.clusterNuclei[newIndex];
|
|
||||||
Neuron newNeuron = selectedNucleus as Neuron;
|
|
||||||
ChangeSynapse(synapse, newNeuron);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
GUILayout.Label(synapse.neuron.name);
|
|
||||||
|
|
||||||
bool disconnecting = GUILayout.Button("Disconnect", GUILayout.Width(80));
|
|
||||||
if (disconnecting && synapse.neuron is Neuron synapseNeuron) {
|
|
||||||
synapseNeuron.RemoveReceiver(this.currentNucleus);
|
|
||||||
this.prefab.GarbageCollection();
|
|
||||||
anythingChanged = true;
|
|
||||||
}
|
|
||||||
EditorGUILayout.EndHorizontal();
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
EditorGUI.indentLevel++;
|
|
||||||
float newWeight = EditorGUILayout.FloatField("Weight", synapse.weight);
|
|
||||||
if (newWeight != synapse.weight) {
|
|
||||||
// if (synapse.neuron.parent is IReceptor receptor) {
|
|
||||||
// Nucleus[] receptorArray = receptor.nucleiArray;
|
|
||||||
// foreach (Synapse s in this.currentNucleus.synapses) {
|
|
||||||
// if (s.neuron.parent is IReceptor r && r.nucleiArray == receptorArray)
|
|
||||||
// s.weight = newWeight;
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// else
|
|
||||||
synapse.weight = newWeight;
|
|
||||||
anythingChanged = true;
|
|
||||||
}
|
|
||||||
EditorGUI.indentLevel--;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
EditorGUILayout.Space();
|
|
||||||
anythingChanged |= ConnectNucleus(this.prefab, this.currentNucleus);
|
|
||||||
anythingChanged |= AddSynapse(this.prefab, this.currentNucleus);
|
|
||||||
}
|
|
||||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
|
||||||
}
|
|
||||||
|
|
||||||
protected void ActivationInspector(ref bool anythingChanged) {
|
|
||||||
EditorGUILayout.Space();
|
|
||||||
showActivation = EditorGUILayout.BeginFoldoutHeaderGroup(showActivation, "Activation");
|
|
||||||
if (showActivation) {
|
|
||||||
if (this.currentNucleus is Neuron neuron) {
|
|
||||||
if (this.currentNucleus is not MemoryCell) {
|
|
||||||
EditorGUILayout.BeginHorizontal();
|
|
||||||
EditorGUILayout.LabelField("Activation Curve", GUILayout.MinWidth(60));
|
|
||||||
if (neuron.curveMax > 0)
|
|
||||||
EditorGUILayout.CurveField(neuron.curve, Color.cyan, new Rect(0, 0, 1, neuron.curveMax), GUILayout.Width(40));
|
|
||||||
else
|
|
||||||
EditorGUILayout.CurveField(neuron.curve, Color.cyan, new Rect(0, neuron.curveMax, 1, -neuron.curveMax), GUILayout.Width(40));
|
|
||||||
Neuron.ActivationType newPreset = (Neuron.ActivationType)EditorGUILayout.EnumPopup(neuron.curvePreset, GUILayout.MinWidth(50));
|
|
||||||
anythingChanged |= newPreset != neuron.curvePreset;
|
|
||||||
neuron.curvePreset = newPreset;
|
|
||||||
EditorGUILayout.EndHorizontal();
|
|
||||||
}
|
|
||||||
// if (neuron is Receptor receptor2) {
|
|
||||||
// if (receptor2.nucleiArray == null || receptor2.nucleiArray.Count() == 0)
|
|
||||||
// receptor2.array = new NucleusArray(neuron);
|
|
||||||
// }
|
|
||||||
}
|
|
||||||
|
|
||||||
EditorGUILayout.Space();
|
|
||||||
}
|
|
||||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
|
||||||
}
|
|
||||||
|
|
||||||
#region Synapses
|
|
||||||
|
|
||||||
protected virtual void AddInput(Nucleus.Type selectedType, Nucleus nucleus) {
|
|
||||||
switch (selectedType) {
|
|
||||||
case Nucleus.Type.Neuron:
|
|
||||||
AddNeuronInput(nucleus);
|
|
||||||
break;
|
|
||||||
case Nucleus.Type.MemoryCell:
|
|
||||||
AddMemoryCellInput(nucleus);
|
|
||||||
break;
|
|
||||||
case Nucleus.Type.Cluster:
|
|
||||||
AddClusterInput(nucleus);
|
|
||||||
break;
|
|
||||||
// case Nucleus.Type.Receptor:
|
|
||||||
// AddReceptorInput(nucleus);
|
|
||||||
// break;
|
|
||||||
// case Nucleus.Type.ClusterReceptor:
|
|
||||||
// AddClusterReceptorInput(nucleus);
|
|
||||||
// break;
|
|
||||||
// case Nucleus.Type.ClusterArray:
|
|
||||||
// AddClusterArrayInput(nucleus);
|
|
||||||
// break;
|
|
||||||
default:
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected virtual void AddNeuronInput(Nucleus nucleus) {
|
|
||||||
Neuron newNeuroid = new(this.prefab, "New neuron");
|
|
||||||
newNeuroid.AddReceiver(nucleus);
|
|
||||||
this.currentNucleus = newNeuroid;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected virtual void AddMemoryCellInput(Nucleus nucleus) {
|
|
||||||
MemoryCell newMemory = new(this.prefab, "New memory cell");
|
|
||||||
newMemory.AddReceiver(nucleus);
|
|
||||||
this.currentNucleus = newMemory;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected virtual void AddClusterInput(Nucleus nucleus) {
|
|
||||||
ClusterPickerWindow.ShowPicker(brain => OnClusterPicked(nucleus, brain), "Select Cluster");
|
|
||||||
}
|
|
||||||
private void OnClusterPicked(Nucleus nucleus, ClusterPrefab selectedPrefab) {
|
|
||||||
Cluster subclusterInstance = new(selectedPrefab, this.prefab);
|
|
||||||
subclusterInstance.defaultOutput.AddReceiver(nucleus);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ReimportCluster(Cluster subCluster) {
|
|
||||||
if (subCluster.siblingClusters == null || subCluster.siblingClusters.Length <= 0) {
|
|
||||||
Cluster reimportedCluster = new(subCluster.prefab, this.prefab);
|
|
||||||
subCluster.MoveReceivers(reimportedCluster);
|
|
||||||
// subcluster should be garbage now...
|
|
||||||
this.currentNucleus = reimportedCluster;
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
this.currentNucleus = null;
|
|
||||||
List<Cluster> newSiblingsList = new();
|
|
||||||
foreach (Cluster sibling in subCluster.siblingClusters) {
|
|
||||||
Cluster reimportedCluster = new(sibling.prefab, this.prefab) {
|
|
||||||
name = sibling.name
|
|
||||||
};
|
|
||||||
sibling.MoveReceivers(reimportedCluster);
|
|
||||||
newSiblingsList.Add(reimportedCluster);
|
|
||||||
// make the first reimportedCluster the new current nucleus
|
|
||||||
this.currentNucleus ??= reimportedCluster;
|
|
||||||
}
|
|
||||||
Cluster[] newSiblings = newSiblingsList.ToArray();
|
|
||||||
foreach (Cluster sibling in newSiblings)
|
|
||||||
sibling.siblingClusters = newSiblings;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
int selectedConnectNucleus = -1;
|
|
||||||
// Connect to another nucleus
|
|
||||||
protected virtual bool ConnectNucleus(ClusterPrefab cluster, Nucleus nucleusToConnect) {
|
|
||||||
if (cluster == null)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
IEnumerable<Nucleus> synapseNuclei = this.currentNucleus.synapses
|
|
||||||
.Where(synapse => synapse.neuron != null)
|
|
||||||
.Select(synapse => synapse.neuron);
|
|
||||||
|
|
||||||
IEnumerable<Nucleus> nuclei = cluster.nuclei
|
|
||||||
.Except(synapseNuclei);
|
|
||||||
IEnumerable<string> nucleiNames = nuclei
|
|
||||||
.Select(n => {
|
|
||||||
int idx = n.name.IndexOf(':');
|
|
||||||
return idx < 0 ? n.name : n.name[..idx];
|
|
||||||
})
|
|
||||||
.Distinct();
|
|
||||||
|
|
||||||
string[] names = nucleiNames.ToArray();
|
|
||||||
EditorGUILayout.BeginHorizontal();
|
|
||||||
selectedConnectNucleus = EditorGUILayout.Popup(selectedConnectNucleus, names);
|
|
||||||
bool connecting = GUILayout.Button("Connect", GUILayout.Width(80));
|
|
||||||
EditorGUILayout.EndHorizontal();
|
|
||||||
if (connecting) {
|
|
||||||
Nucleus nucleus = nuclei.ElementAt(selectedConnectNucleus);
|
|
||||||
if (nucleus is Cluster subCluster)
|
|
||||||
subCluster.AddArrayReceiver(this.currentNucleus);
|
|
||||||
else if (nucleus is Neuron neuron)
|
|
||||||
neuron.AddReceiver(this.currentNucleus);
|
|
||||||
}
|
|
||||||
return connecting;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected virtual void DeleteNucleus(Nucleus nucleus) {
|
|
||||||
if (nucleus == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (nucleus is Neuron neuron) {
|
|
||||||
foreach (Nucleus receiver in neuron.receivers) {
|
|
||||||
if (receiver != null) {
|
|
||||||
this.currentNucleus = receiver;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
this.prefab.nuclei.Remove(nucleus);
|
|
||||||
|
|
||||||
if (outputsPopup.value == nucleus.name) {
|
|
||||||
this.prefab.RefreshOutputs();
|
|
||||||
outputsPopup.choices = this.prefab.outputs.Select(output => output.name).ToList();
|
|
||||||
outputsPopup.index = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
Neuron.Delete(nucleus);
|
|
||||||
|
|
||||||
this.currentNucleus = this.prefab.output;
|
|
||||||
}
|
|
||||||
|
|
||||||
Nucleus.Type selectedType = Nucleus.Type.None;
|
|
||||||
protected virtual bool AddSynapse(ClusterPrefab cluster, Nucleus nucleus) {
|
|
||||||
if (cluster == null)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
EditorGUILayout.BeginHorizontal();
|
|
||||||
selectedType = (Nucleus.Type)EditorGUILayout.EnumPopup(selectedType);
|
|
||||||
bool connecting = GUILayout.Button("Add", GUILayout.Width(80));
|
|
||||||
EditorGUILayout.EndHorizontal();
|
|
||||||
|
|
||||||
if (connecting) {
|
|
||||||
AddInput(selectedType, this.currentNucleus);
|
|
||||||
}
|
|
||||||
return connecting;
|
|
||||||
// if (selectedType == Nucleus.Type.None)
|
|
||||||
// return false;
|
|
||||||
|
|
||||||
// AddInput(selectedType, this.currentNucleus);
|
|
||||||
// return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected virtual void ChangeSynapse(Synapse synapse, Neuron newNucleus) {
|
|
||||||
Neuron synapseNeuron = synapse.neuron as Neuron;
|
|
||||||
if (synapse.neuron.parent is Cluster subCluster && subCluster.prefab != this.prefab) {
|
|
||||||
// if (synapse.neuron.parent is ClusterReceptor receptor) {
|
|
||||||
// // the new nucleus is part of a (cluster) receptor,
|
|
||||||
// // so we have to change all synapses to this nucleus array elements
|
|
||||||
// int oldNucleusIx = Cluster.GetNucleusIndex(subCluster.clusterNuclei, synapse.neuron);
|
|
||||||
// int newNucleusIx = Cluster.GetNucleusIndex(subCluster.clusterNuclei, newNucleus);
|
|
||||||
// foreach (Nucleus element in receptor.nucleiArray) {
|
|
||||||
// if (element is not ClusterReceptor clusterReceptor)
|
|
||||||
// continue;
|
|
||||||
// // Get the same neuron as the synapse.nucleus in a different element
|
|
||||||
// // of the ClusterReceptor array
|
|
||||||
// Nucleus oldElementNucleus = clusterReceptor.clusterNuclei[oldNucleusIx];
|
|
||||||
// if (oldElementNucleus is not Neuron oldElementNeuron)
|
|
||||||
// continue;
|
|
||||||
// // Get the same neuron as newNucleus in a different element
|
|
||||||
// // of the ClusterReceptor array
|
|
||||||
// Nucleus newElementNucleus = clusterReceptor.clusterNuclei[newNucleusIx];
|
|
||||||
// if (newElementNucleus is not Neuron newElementNeuron)
|
|
||||||
// continue;
|
|
||||||
|
|
||||||
// oldElementNeuron.RemoveReceiver(this.currentNucleus);
|
|
||||||
// newElementNeuron.AddReceiver(this.currentNucleus);
|
|
||||||
// // Now find the synapse which pointed to the old Neuron
|
|
||||||
// // Synapse synapseForUpdate = this.currentNucleus.GetSynapse(oldElementNeuron);
|
|
||||||
// // synapseForUpdate.nucleus = newElementNeuron;
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// else {
|
|
||||||
// it is a neuron in a subcluster
|
|
||||||
synapseNeuron.RemoveReceiver(this.currentNucleus);
|
|
||||||
newNucleus.AddReceiver(this.currentNucleus);
|
|
||||||
// }
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
synapseNeuron.RemoveReceiver(this.currentNucleus);
|
|
||||||
newNucleus.AddReceiver(this.currentNucleus);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected virtual void DisconnectNucleus(Neuron nucleus) {
|
|
||||||
if (this.currentNucleus.clusterPrefab == null)
|
|
||||||
return;
|
|
||||||
string[] names = this.currentNucleus.synapses.Select(synapse => synapse.neuron.name).ToArray();
|
|
||||||
int selectedIndex = -1;
|
|
||||||
selectedIndex = EditorGUILayout.Popup("Disconnect from", selectedIndex, names);
|
|
||||||
if (selectedIndex >= 0 && selectedIndex < this.currentNucleus.clusterPrefab.nuclei.Count) {
|
|
||||||
Synapse synapse = this.currentNucleus.synapses[selectedIndex];
|
|
||||||
Neuron synapseNeuron = synapse.neuron as Neuron;
|
|
||||||
synapseNeuron.RemoveReceiver(this.currentNucleus);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion Synapses
|
|
||||||
|
|
||||||
#endregion Inspector
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
1669
Editor/ClusterInspector.cs
Normal file
1669
Editor/ClusterInspector.cs
Normal file
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
356
Editor/DAGWindow.cs
Normal file
356
Editor/DAGWindow.cs
Normal file
@ -0,0 +1,356 @@
|
|||||||
|
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEditor;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
|
namespace NanoBrain {
|
||||||
|
|
||||||
|
// Simple DAG data model
|
||||||
|
// [System.Serializable]
|
||||||
|
// public class DagNode
|
||||||
|
// {
|
||||||
|
// public int id;
|
||||||
|
// public string title;
|
||||||
|
// public Vector2 position;
|
||||||
|
// public float radius = 36f; // circle radius
|
||||||
|
// }
|
||||||
|
|
||||||
|
// [System.Serializable]
|
||||||
|
// public class DagEdge
|
||||||
|
// {
|
||||||
|
// public int fromId;
|
||||||
|
// public int toId;
|
||||||
|
// }
|
||||||
|
|
||||||
|
public class DAGEditorWindow : EditorWindow {
|
||||||
|
List<DagNode> nodes = new List<DagNode>();
|
||||||
|
List<DagEdge> edges = new List<DagEdge>();
|
||||||
|
|
||||||
|
Vector2 pan = Vector2.zero;
|
||||||
|
float zoom = 1.0f;
|
||||||
|
const float minZoom = 0.5f;
|
||||||
|
const float maxZoom = 2.0f;
|
||||||
|
|
||||||
|
GUIStyle labelStyle;
|
||||||
|
int selectedNodeId = -1;
|
||||||
|
|
||||||
|
Vector2 dragStart;
|
||||||
|
bool draggingNode = false;
|
||||||
|
int draggingNodeId = -1;
|
||||||
|
|
||||||
|
[MenuItem("Window/DAG Viewer (LR, Circles)")]
|
||||||
|
public static void ShowWindow() {
|
||||||
|
var w = GetWindow<DAGEditorWindow>("DAG Viewer (LR)");
|
||||||
|
w.minSize = new Vector2(500, 300);
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnEnable() {
|
||||||
|
labelStyle = new GUIStyle(EditorStyles.label);
|
||||||
|
labelStyle.alignment = TextAnchor.MiddleCenter;
|
||||||
|
labelStyle.normal.textColor = Color.white;
|
||||||
|
labelStyle.fontStyle = FontStyle.Bold;
|
||||||
|
|
||||||
|
if (nodes.Count == 0)
|
||||||
|
CreateSampleGraph();
|
||||||
|
|
||||||
|
ComputeLeftToRightLayout();
|
||||||
|
}
|
||||||
|
|
||||||
|
void CreateSampleGraph() {
|
||||||
|
nodes.Clear();
|
||||||
|
edges.Clear();
|
||||||
|
|
||||||
|
nodes.Add(new DagNode() { id = 0, title = "In1" });
|
||||||
|
nodes.Add(new DagNode() { id = 1, title = "In2" });
|
||||||
|
nodes.Add(new DagNode() { id = 2, title = "A" });
|
||||||
|
nodes.Add(new DagNode() { id = 3, title = "B" });
|
||||||
|
nodes.Add(new DagNode() { id = 4, title = "C" });
|
||||||
|
nodes.Add(new DagNode() { id = 5, title = "Out1" });
|
||||||
|
nodes.Add(new DagNode() { id = 6, title = "Out2" });
|
||||||
|
|
||||||
|
edges.Add(new DagEdge() { fromId = 0, toId = 2 });
|
||||||
|
edges.Add(new DagEdge() { fromId = 1, toId = 2 });
|
||||||
|
edges.Add(new DagEdge() { fromId = 2, toId = 3 });
|
||||||
|
edges.Add(new DagEdge() { fromId = 2, toId = 4 });
|
||||||
|
edges.Add(new DagEdge() { fromId = 3, toId = 5 });
|
||||||
|
edges.Add(new DagEdge() { fromId = 4, toId = 6 });
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnGUI() {
|
||||||
|
HandleInput();
|
||||||
|
|
||||||
|
Rect rect = new Rect(0, 0, position.width, position.height);
|
||||||
|
EditorGUI.DrawRect(rect, new Color(0.11f, 0.11f, 0.11f));
|
||||||
|
|
||||||
|
Matrix4x4 oldMatrix = GUI.matrix;
|
||||||
|
Vector2 origin = new Vector2(position.width / 2, position.height / 2);
|
||||||
|
GUI.matrix = Matrix4x4.TRS(origin + pan, Quaternion.identity, Vector3.one * zoom) *
|
||||||
|
Matrix4x4.TRS(-origin, Quaternion.identity, Vector3.one);
|
||||||
|
|
||||||
|
// Draw edges first
|
||||||
|
foreach (var e in edges) {
|
||||||
|
var from = GetNodeById(e.fromId);
|
||||||
|
var to = GetNodeById(e.toId);
|
||||||
|
if (from == null || to == null) continue;
|
||||||
|
DrawEdgeCircleNodes(from, to);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw nodes (circles)
|
||||||
|
foreach (var n in nodes) {
|
||||||
|
DrawNodeCircle(n);
|
||||||
|
}
|
||||||
|
|
||||||
|
GUI.matrix = oldMatrix;
|
||||||
|
|
||||||
|
// Footer toolbar
|
||||||
|
GUILayout.FlexibleSpace();
|
||||||
|
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||||
|
if (GUILayout.Button("Fit", EditorStyles.toolbarButton)) FitToView();
|
||||||
|
if (GUILayout.Button("Layout LR", EditorStyles.toolbarButton)) ComputeLeftToRightLayout();
|
||||||
|
if (GUILayout.Button("Add Node", EditorStyles.toolbarButton)) {
|
||||||
|
AddNode("N" + nodes.Count);
|
||||||
|
ComputeLeftToRightLayout();
|
||||||
|
}
|
||||||
|
if (GUILayout.Button("Add Edge (selected->new)", EditorStyles.toolbarButton)) {
|
||||||
|
if (selectedNodeId != -1) {
|
||||||
|
var newNode = AddNode("N" + nodes.Count);
|
||||||
|
edges.Add(new DagEdge() { fromId = selectedNodeId, toId = newNode.id });
|
||||||
|
ComputeLeftToRightLayout();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandleInput() {
|
||||||
|
Event e = Event.current;
|
||||||
|
|
||||||
|
// Zoom with scroll
|
||||||
|
if (e.type == EventType.ScrollWheel) {
|
||||||
|
float oldZoom = zoom;
|
||||||
|
float delta = -e.delta.y * 0.01f;
|
||||||
|
zoom = Mathf.Clamp(zoom + delta, minZoom, maxZoom);
|
||||||
|
Vector2 mouse = e.mousePosition;
|
||||||
|
pan += (mouse - new Vector2(position.width / 2, position.height / 2)) * (1 - zoom / oldZoom);
|
||||||
|
e.Use();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pan with middle or right+ctrl drag
|
||||||
|
if (e.type == EventType.MouseDrag && (e.button == 2 || (e.button == 1 && e.control))) {
|
||||||
|
pan += e.delta;
|
||||||
|
e.Use();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Node dragging & selection (convert mouse to graph space)
|
||||||
|
Vector2 graphMouse = ScreenToGraph(e.mousePosition);
|
||||||
|
if (e.type == EventType.MouseDown && e.button == 0) {
|
||||||
|
int hit = HitTestNode(graphMouse);
|
||||||
|
if (hit != -1) {
|
||||||
|
selectedNodeId = hit;
|
||||||
|
draggingNode = true;
|
||||||
|
draggingNodeId = hit;
|
||||||
|
dragStart = graphMouse;
|
||||||
|
e.Use();
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
selectedNodeId = -1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (draggingNode && draggingNodeId != -1) {
|
||||||
|
if (e.type == EventType.MouseDrag && e.button == 0) {
|
||||||
|
Vector2 graphDelta = e.delta / zoom;
|
||||||
|
var n = GetNodeById(draggingNodeId);
|
||||||
|
if (n != null) {
|
||||||
|
n.position += graphDelta;
|
||||||
|
Repaint();
|
||||||
|
e.Use();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (e.type == EventType.MouseUp && e.button == 0) {
|
||||||
|
draggingNode = false;
|
||||||
|
draggingNodeId = -1;
|
||||||
|
e.Use();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
DagNode AddNode(string title) {
|
||||||
|
int nextId = nodes.Count > 0 ? nodes.Max(n => n.id) + 1 : 0;
|
||||||
|
var n = new DagNode() { id = nextId, title = title, position = Vector2.zero };
|
||||||
|
nodes.Add(n);
|
||||||
|
return n;
|
||||||
|
}
|
||||||
|
|
||||||
|
DagNode GetNodeById(int id) => nodes.FirstOrDefault(x => x.id == id);
|
||||||
|
|
||||||
|
void DrawNodeCircle(DagNode n) {
|
||||||
|
Vector2 center = n.position;
|
||||||
|
float r = n.radius;
|
||||||
|
Rect nodeRect = new Rect(center.x - r, center.y - r, r * 2, r * 2);
|
||||||
|
|
||||||
|
// circle background
|
||||||
|
Color bg = (n.id == selectedNodeId) ? new Color(0.15f, 0.5f, 0.9f) : new Color(0.2f, 0.2f, 0.2f);
|
||||||
|
EditorGUI.DrawRect(nodeRect, bg);
|
||||||
|
|
||||||
|
// anti-aliased circle outline
|
||||||
|
Handles.color = Color.white * 0.9f;
|
||||||
|
Handles.DrawAAPolyLine(3f / zoom, GetCircleOutlinePoints(center, r, 48).ToArray());
|
||||||
|
|
||||||
|
// label
|
||||||
|
Vector2 labelPos = center - new Vector2(0, 8);
|
||||||
|
GUI.Label(new Rect(labelPos.x - r, labelPos.y - 8, r * 2, 18), n.title, labelStyle);
|
||||||
|
}
|
||||||
|
|
||||||
|
List<Vector3> GetCircleOutlinePoints(Vector2 center, float radius, int segments) {
|
||||||
|
var pts = new List<Vector3>(segments + 1);
|
||||||
|
for (int i = 0; i <= segments; i++) {
|
||||||
|
float a = (float)i / segments * Mathf.PI * 2f;
|
||||||
|
pts.Add(new Vector3(center.x + Mathf.Cos(a) * radius, center.y + Mathf.Sin(a) * radius, 0));
|
||||||
|
}
|
||||||
|
return pts;
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawEdgeCircleNodes(DagNode from, DagNode to) {
|
||||||
|
Vector2 a = from.position;
|
||||||
|
Vector2 b = to.position;
|
||||||
|
if (a == b) return;
|
||||||
|
|
||||||
|
// Compute edge line that starts/ends at circle circumferences
|
||||||
|
Vector2 dir = (b - a).normalized;
|
||||||
|
Vector2 start = a + dir * from.radius;
|
||||||
|
Vector2 end = b - dir * to.radius;
|
||||||
|
|
||||||
|
// Use a simple curved line: start -> control -> end (bezier)
|
||||||
|
Vector2 control = new Vector2((start.x + end.x) / 2f, (start.y + end.y) / 2f);
|
||||||
|
// Slight vertical offset to separate overlapping lines based on node ids
|
||||||
|
float offset = ((from.id * 7 + to.id * 11) % 7 - 3) * 6f / zoom;
|
||||||
|
control += new Vector2(0, offset);
|
||||||
|
|
||||||
|
Handles.color = Color.white * 0.9f;
|
||||||
|
Handles.DrawAAPolyLine(3f / zoom, 20, GetBezierPoints(start, control, end, 24).ToArray());
|
||||||
|
|
||||||
|
// Arrow at end pointing towards 'b'
|
||||||
|
DrawArrowHead(end - dir * 2f, end, 10f / zoom, 12f / zoom, Color.white);
|
||||||
|
}
|
||||||
|
|
||||||
|
List<Vector3> GetBezierPoints(Vector2 p0, Vector2 p1, Vector2 p2, int seg) {
|
||||||
|
var pts = new List<Vector3>(seg + 1);
|
||||||
|
for (int i = 0; i <= seg; i++) {
|
||||||
|
float t = (float)i / seg;
|
||||||
|
Vector2 p = (1 - t) * (1 - t) * p0 + 2 * (1 - t) * t * p1 + t * t * p2;
|
||||||
|
pts.Add(new Vector3(p.x, p.y, 0));
|
||||||
|
}
|
||||||
|
return pts;
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawArrowHead(Vector2 from, Vector2 to, float headWidth, float headLength, Color color) {
|
||||||
|
Vector2 dir = (to - from).normalized;
|
||||||
|
if (dir == Vector2.zero) return;
|
||||||
|
Vector2 right = new Vector2(-dir.y, dir.x);
|
||||||
|
|
||||||
|
Vector3 p1 = to;
|
||||||
|
Vector3 p2 = to - dir * headLength + right * headWidth * 0.5f;
|
||||||
|
Vector3 p3 = to - dir * headLength - right * headWidth * 0.5f;
|
||||||
|
|
||||||
|
Handles.color = color;
|
||||||
|
Handles.DrawAAConvexPolygon(p1, p2, p3);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Left-to-right layered layout (sources on the left, sinks on the right)
|
||||||
|
void ComputeLeftToRightLayout() {
|
||||||
|
// build adjacency and indegree
|
||||||
|
var adj = nodes.ToDictionary(n => n.id, n => new List<int>());
|
||||||
|
var indeg = nodes.ToDictionary(n => n.id, n => 0);
|
||||||
|
foreach (var e in edges) {
|
||||||
|
if (!adj.ContainsKey(e.fromId) || !adj.ContainsKey(e.toId)) continue;
|
||||||
|
adj[e.fromId].Add(e.toId);
|
||||||
|
indeg[e.toId]++;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Kahn's algorithm to compute topological layers (horizontal layers)
|
||||||
|
Dictionary<int, int> layer = new Dictionary<int, int>();
|
||||||
|
Queue<int> q = new Queue<int>(indeg.Where(kv => kv.Value == 0).Select(kv => kv.Key));
|
||||||
|
foreach (var id in q) layer[id] = 0;
|
||||||
|
|
||||||
|
while (q.Count > 0) {
|
||||||
|
int u = q.Dequeue();
|
||||||
|
int l = layer[u];
|
||||||
|
foreach (var v in adj[u]) {
|
||||||
|
// prefer placing v at least one layer after u
|
||||||
|
if (!layer.ContainsKey(v) || layer[v] < l + 1) layer[v] = l + 1;
|
||||||
|
indeg[v]--;
|
||||||
|
if (indeg[v] == 0) q.Enqueue(v);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Any unreachable nodes -> assign next layers
|
||||||
|
int maxLayer = layer.Count > 0 ? layer.Values.Max() : 0;
|
||||||
|
foreach (var n in nodes) {
|
||||||
|
if (!layer.ContainsKey(n.id)) {
|
||||||
|
maxLayer++;
|
||||||
|
layer[n.id] = maxLayer;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Group nodes by layer (left to right)
|
||||||
|
var layers = layer.GroupBy(kv => kv.Value).OrderBy(g => g.Key).Select(g => g.Select(x => x.Key).ToList()).ToList();
|
||||||
|
|
||||||
|
// Layout parameters (horizontal spacing drives left->right)
|
||||||
|
float hSpacing = 220f;
|
||||||
|
float vSpacing = 120f;
|
||||||
|
|
||||||
|
// Place nodes: x increases with layer index, y spaced within layer
|
||||||
|
for (int li = 0; li < layers.Count; li++) {
|
||||||
|
var lst = layers[li];
|
||||||
|
float totalHeight = (lst.Count - 1) * vSpacing;
|
||||||
|
for (int i = 0; i < lst.Count; i++) {
|
||||||
|
int id = lst[i];
|
||||||
|
var n = GetNodeById(id);
|
||||||
|
if (n == null) continue;
|
||||||
|
float x = li * hSpacing;
|
||||||
|
float y = -totalHeight / 2f + i * vSpacing;
|
||||||
|
n.position = new Vector2(x, y);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Repaint();
|
||||||
|
}
|
||||||
|
|
||||||
|
void FitToView() {
|
||||||
|
if (nodes.Count == 0) return;
|
||||||
|
Rect bounds = new Rect(nodes[0].position - Vector2.one * nodes[0].radius, Vector2.one * nodes[0].radius * 2f);
|
||||||
|
foreach (var n in nodes)
|
||||||
|
bounds = RectUnion(bounds, new Rect(n.position - Vector2.one * n.radius, Vector2.one * n.radius * 2f));
|
||||||
|
|
||||||
|
Vector2 center = bounds.center;
|
||||||
|
pan = -center;
|
||||||
|
zoom = 1.0f;
|
||||||
|
Repaint();
|
||||||
|
}
|
||||||
|
|
||||||
|
static Rect RectUnion(Rect a, Rect b) {
|
||||||
|
float xMin = Mathf.Min(a.xMin, b.xMin);
|
||||||
|
float xMax = Mathf.Max(a.xMax, b.xMax);
|
||||||
|
float yMin = Mathf.Min(a.yMin, b.yMin);
|
||||||
|
float yMax = Mathf.Max(a.yMax, b.yMax);
|
||||||
|
return Rect.MinMaxRect(xMin, yMin, xMax, yMax);
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector2 ScreenToGraph(Vector2 screenPos) {
|
||||||
|
Vector2 origin = new Vector2(position.width / 2, position.height / 2);
|
||||||
|
// invert the GUI.matrix transform (approx for current simple transforms)
|
||||||
|
return (screenPos - (origin + pan)) / zoom + origin * (1 - 1 / zoom);
|
||||||
|
}
|
||||||
|
|
||||||
|
int HitTestNode(Vector2 graphPos) {
|
||||||
|
// returns node id under point or -1
|
||||||
|
for (int i = nodes.Count - 1; i >= 0; i--) {
|
||||||
|
var n = nodes[i];
|
||||||
|
if ((graphPos - n.position).sqrMagnitude <= n.radius * n.radius) return n.id;
|
||||||
|
}
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
2
Editor/DAGWindow.cs.meta
Normal file
2
Editor/DAGWindow.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 95393aed582b8b30d965400672aec4d8
|
||||||
@ -11,7 +11,7 @@ namespace NanoBrain {
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// The Cluster prefab from which the cluster is created
|
/// The Cluster prefab from which the cluster is created
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public ClusterPrefab brainPrefab;
|
public ClusterPrefab defaultBrain;
|
||||||
|
|
||||||
[NonSerialized]
|
[NonSerialized]
|
||||||
private Cluster brainInstance;
|
private Cluster brainInstance;
|
||||||
@ -20,24 +20,15 @@ namespace NanoBrain {
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public Cluster brain {
|
public Cluster brain {
|
||||||
get {
|
get {
|
||||||
if (brainInstance == null && brainPrefab != null) {
|
if (brainInstance == null && defaultBrain != null) {
|
||||||
brainInstance = new Cluster(brainPrefab) {
|
brainInstance = new Cluster(defaultBrain) {
|
||||||
name = brainPrefab.name
|
name = defaultBrain.name + " (Instance)"
|
||||||
};
|
};
|
||||||
} else if (brainInstance != null && brainPrefab == null) {
|
|
||||||
brainInstance = null;
|
|
||||||
}
|
}
|
||||||
return brainInstance;
|
return brainInstance;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// public Cluster InitializeBrain() {
|
|
||||||
// brainInstance = new Cluster(brainPrefab) {
|
|
||||||
// name = brainPrefab.name
|
|
||||||
// };
|
|
||||||
// return brainInstance;
|
|
||||||
// }
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Update the weight for all Synapses coming from the Neuron with the given name
|
/// Update the weight for all Synapses coming from the Neuron with the given name
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
277
Runtime/Scripts/Core/ClusterReceptor.cs
Normal file
277
Runtime/Scripts/Core/ClusterReceptor.cs
Normal file
@ -0,0 +1,277 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
#if UNITY_MATHEMATICS
|
||||||
|
using Unity.Mathematics;
|
||||||
|
using static Unity.Mathematics.math;
|
||||||
|
#endif
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
|
namespace NanoBrain {
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
public class ClusterReceptor : Cluster, IReceptor {
|
||||||
|
public ClusterReceptor(ClusterPrefab prefab, Cluster parent, string name) : base(prefab, parent) {
|
||||||
|
this.name = name;
|
||||||
|
this.array = new NucleusArray(this);
|
||||||
|
if (this.name.IndexOf(":") < 0)
|
||||||
|
this.name += ": 0";
|
||||||
|
|
||||||
|
}
|
||||||
|
public ClusterReceptor(ClusterPrefab prefab, ClusterPrefab parent, string name) : base(prefab, parent) {
|
||||||
|
this.name = name;
|
||||||
|
this.array = new NucleusArray(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
public string GetName() {
|
||||||
|
return this.name;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Nucleus ShallowCloneTo(Cluster parent) {
|
||||||
|
ClusterReceptor clone = new(this.prefab, parent, this.name) {
|
||||||
|
clusterPrefab = this.clusterPrefab,
|
||||||
|
};
|
||||||
|
|
||||||
|
return clone;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Nucleus Clone(ClusterPrefab parent) {
|
||||||
|
ClusterReceptor clone = new(prefab, parent, this.name) {
|
||||||
|
array = this._array
|
||||||
|
};
|
||||||
|
|
||||||
|
foreach (Synapse synapse in this.synapses) {
|
||||||
|
Synapse clonedSynapse = clone.AddSynapse(synapse.neuron);
|
||||||
|
clonedSynapse.weight = synapse.weight;
|
||||||
|
}
|
||||||
|
|
||||||
|
this._outputs = null; // Make sure the output are regenerated
|
||||||
|
foreach (Neuron output in this.outputs) {
|
||||||
|
int ix = GetNucleusIndex(this.clusterNuclei, output);
|
||||||
|
if (ix < 0 || clone.clusterNuclei[ix] is not Neuron clonedOutput)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
foreach (Nucleus receiver in output.receivers)
|
||||||
|
clonedOutput.AddReceiver(receiver);
|
||||||
|
}
|
||||||
|
return clone;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override List<Nucleus> CollectReceivers() {
|
||||||
|
List<Nucleus> receivers = new();
|
||||||
|
foreach (Nucleus element in this.nucleiArray) {
|
||||||
|
if (element is not Cluster clusterElement)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
foreach (Nucleus outputNucleus in clusterElement.clusterNuclei) {
|
||||||
|
if (outputNucleus is not Neuron output)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// this should be clusterElement.outputs,
|
||||||
|
// but outputs is not updated when correctly and may contain old data...
|
||||||
|
foreach (Nucleus receiver in output.receivers) {
|
||||||
|
// Only add receivers outside clusterElement cluster
|
||||||
|
if (receiver.clusterPrefab != clusterElement.prefab &&
|
||||||
|
receivers.Contains(receiver) == false)
|
||||||
|
receivers.Add(receiver);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return receivers;
|
||||||
|
}
|
||||||
|
|
||||||
|
[SerializeReference]
|
||||||
|
private NucleusArray _array;
|
||||||
|
public NucleusArray array {
|
||||||
|
set { _array = value; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public Nucleus[] nucleiArray {
|
||||||
|
get { return _array.nuclei; }
|
||||||
|
set { _array.nuclei = value; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AddReceptorElement(ClusterPrefab prefab) {
|
||||||
|
IReceptorHelpers.AddReceptorElement(this, prefab);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RemoveReceptorElement() {
|
||||||
|
IReceptorHelpers.RemoveReceptorElement(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AddArrayReceiver(Nucleus receiverToAdd, float weight = 1) {
|
||||||
|
IReceptorHelpers.AddArrayReceiver(this, receiverToAdd, weight);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void UpdateStateIsolated() {
|
||||||
|
// Clusters don't do anything,
|
||||||
|
// The nuclei in them do the work
|
||||||
|
// and should be called directly, not from the cluster
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void UpdateNuclei() {
|
||||||
|
foreach (Nucleus nucleus in this.clusterNuclei)
|
||||||
|
nucleus.UpdateNuclei();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null) {
|
||||||
|
Debug.LogError("Process Stimulus was called on clusterreceptor without a neuron specified");
|
||||||
|
}
|
||||||
|
|
||||||
|
private readonly Dictionary<int, ClusterReceptor> thingReceivers = new();
|
||||||
|
|
||||||
|
public virtual void ProcessStimulus(Neuron input, Vector3 inputValue, int thingId = 0, string thingName = null) {
|
||||||
|
CleanupReceivers();
|
||||||
|
|
||||||
|
if (!thingReceivers.TryGetValue(thingId, out ClusterReceptor selectedReceiver))
|
||||||
|
selectedReceiver = FindReceiver2(thingId, inputValue, input);
|
||||||
|
if (selectedReceiver == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (thingName != null) {
|
||||||
|
string baseName = selectedReceiver.name;
|
||||||
|
int colonPos = selectedReceiver.name.IndexOf(":");
|
||||||
|
if (colonPos > 0)
|
||||||
|
baseName = selectedReceiver.name[..colonPos];
|
||||||
|
selectedReceiver.name = baseName + ": " + thingName;
|
||||||
|
}
|
||||||
|
|
||||||
|
int inputIx = GetNucleusIndex(this.clusterNuclei, input);
|
||||||
|
if (inputIx < 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (selectedReceiver.clusterNuclei[inputIx] is Neuron selectedNeuron)
|
||||||
|
selectedNeuron.ProcessStimulusDirect(inputValue);
|
||||||
|
}
|
||||||
|
|
||||||
|
#if UNITY_MATHEMATICS
|
||||||
|
|
||||||
|
private ClusterReceptor FindReceiver2(int thingId, float3 inputValue, Neuron input) {
|
||||||
|
// No existing nucleus for this thing
|
||||||
|
ClusterReceptor selectedReceiver = null;
|
||||||
|
float selectedMagnitude = 0;
|
||||||
|
foreach (ClusterReceptor receiver in this.nucleiArray.Cast<ClusterReceptor>()) {
|
||||||
|
if (thingReceivers.ContainsValue(receiver) == false) {
|
||||||
|
// We found an unusued receiver
|
||||||
|
thingReceivers.Add(thingId, receiver);
|
||||||
|
return receiver;
|
||||||
|
}
|
||||||
|
else if (receiver.defaultOutput.isSleeping) {
|
||||||
|
// A sleeping receiver is not active and can therefore always be used
|
||||||
|
thingReceivers.Add(thingId, receiver);
|
||||||
|
receiver.bias = float3(0, 0, 0);
|
||||||
|
return receiver;
|
||||||
|
}
|
||||||
|
else if (selectedReceiver == null) {
|
||||||
|
// If we haven't found a receiver yet, just start by taking the first
|
||||||
|
selectedReceiver = receiver;
|
||||||
|
selectedMagnitude = length(selectedReceiver.defaultOutput.outputValue);
|
||||||
|
}
|
||||||
|
// Look for the receiver with the lowest output magnitude
|
||||||
|
else {
|
||||||
|
float magnitude = length(receiver.defaultOutput.outputValue);
|
||||||
|
|
||||||
|
if (length(receiver.defaultOutput.outputValue) < selectedMagnitude) {
|
||||||
|
selectedReceiver = receiver;
|
||||||
|
selectedMagnitude = length(selectedReceiver.defaultOutput.outputValue);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (selectedReceiver != null) {
|
||||||
|
// To re-initialize the cluster (esp. memory cells)
|
||||||
|
// we update the cluster neuron twice.
|
||||||
|
// Bit of a hack.....
|
||||||
|
int inputIx = GetNucleusIndex(this.clusterNuclei, input);
|
||||||
|
if (inputIx >= 0) {
|
||||||
|
if (selectedReceiver.clusterNuclei[inputIx] is Neuron selectedNeuron)
|
||||||
|
selectedNeuron.ProcessStimulusDirect(inputValue);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Replace the receiver
|
||||||
|
// Find the thingId current associated with the receiver
|
||||||
|
int keyToRemove = thingReceivers.FirstOrDefault(r => r.Value.Equals(selectedReceiver)).Key;
|
||||||
|
if (keyToRemove != 0 || thingReceivers.ContainsKey(keyToRemove))
|
||||||
|
thingReceivers.Remove(keyToRemove);
|
||||||
|
// And add the new association
|
||||||
|
thingReceivers.Add(thingId, selectedReceiver);
|
||||||
|
}
|
||||||
|
return selectedReceiver;
|
||||||
|
}
|
||||||
|
|
||||||
|
#else
|
||||||
|
|
||||||
|
private ClusterReceptor FindReceiver2(int thingId, Vector3 inputValue, Neuron input) {
|
||||||
|
// No existing nucleus for this thing
|
||||||
|
ClusterReceptor selectedReceiver = null;
|
||||||
|
float selectedMagnitude = 0;
|
||||||
|
foreach (ClusterReceptor receiver in this.nucleiArray.Cast<ClusterReceptor>()) {
|
||||||
|
if (thingReceivers.ContainsValue(receiver) == false) {
|
||||||
|
// We found an unusued receiver
|
||||||
|
thingReceivers.Add(thingId, receiver);
|
||||||
|
return receiver;
|
||||||
|
}
|
||||||
|
else if (receiver.defaultOutput.isSleeping) {
|
||||||
|
// A sleeping receiver is not active and can therefore always be used
|
||||||
|
thingReceivers.Add(thingId, receiver);
|
||||||
|
receiver.bias = new Vector3(0, 0, 0);
|
||||||
|
return receiver;
|
||||||
|
}
|
||||||
|
else if (selectedReceiver == null) {
|
||||||
|
// If we haven't found a receiver yet, just start by taking the first
|
||||||
|
selectedReceiver = receiver;
|
||||||
|
selectedMagnitude = selectedReceiver.defaultOutput.outputValue.magnitude;
|
||||||
|
}
|
||||||
|
// Look for the receiver with the lowest output magnitude
|
||||||
|
else {
|
||||||
|
float magnitude = receiver.defaultOutput.outputValue.magnitude;
|
||||||
|
|
||||||
|
if (receiver.defaultOutput.outputValue.magnitude < selectedMagnitude) {
|
||||||
|
selectedReceiver = receiver;
|
||||||
|
selectedMagnitude = selectedReceiver.defaultOutput.outputValue.magnitude;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (selectedReceiver != null) {
|
||||||
|
// To re-initialize the cluster (esp. memory cells)
|
||||||
|
// we update the cluster neuron twice.
|
||||||
|
// Bit of a hack.....
|
||||||
|
int inputIx = GetNucleusIndex(this.clusterNuclei, input);
|
||||||
|
if (inputIx >= 0) {
|
||||||
|
if (selectedReceiver.clusterNuclei[inputIx] is Neuron selectedNeuron)
|
||||||
|
selectedNeuron.ProcessStimulusDirect(inputValue);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Replace the receiver
|
||||||
|
// Find the thingId current associated with the receiver
|
||||||
|
int keyToRemove = thingReceivers.FirstOrDefault(r => r.Value.Equals(selectedReceiver)).Key;
|
||||||
|
if (keyToRemove != 0 || thingReceivers.ContainsKey(keyToRemove))
|
||||||
|
thingReceivers.Remove(keyToRemove);
|
||||||
|
// And add the new association
|
||||||
|
thingReceivers.Add(thingId, selectedReceiver);
|
||||||
|
}
|
||||||
|
return selectedReceiver;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
private void CleanupReceivers() {
|
||||||
|
// Remove a thing-receiver connection when the nucleus is inactive
|
||||||
|
List<int> receiversToRemove = new();
|
||||||
|
foreach (KeyValuePair<int, ClusterReceptor> item in thingReceivers) {
|
||||||
|
if (item.Value != null && item.Value.defaultOutput.isSleeping)
|
||||||
|
receiversToRemove.Add(item.Key);
|
||||||
|
}
|
||||||
|
foreach (int thingId in receiversToRemove) {
|
||||||
|
Nucleus selectedReceiver = thingReceivers[thingId];
|
||||||
|
|
||||||
|
thingReceivers.Remove(thingId);
|
||||||
|
|
||||||
|
int colonPos = selectedReceiver.name.IndexOf(":");
|
||||||
|
if (colonPos > 0)
|
||||||
|
selectedReceiver.name = selectedReceiver.name[..colonPos];
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
2
Runtime/Scripts/Core/ClusterReceptor.cs.meta
Normal file
2
Runtime/Scripts/Core/ClusterReceptor.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4f64f5d72a422a7c8bb9ace598432aad
|
||||||
123
Runtime/Scripts/Core/IReceptor.cs
Normal file
123
Runtime/Scripts/Core/IReceptor.cs
Normal file
@ -0,0 +1,123 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace NanoBrain {
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A Receptor is a Nucleus which can receive input (called Stimulus) from outside the the cluster/brain
|
||||||
|
/// </summary>
|
||||||
|
/// It has the ability to distinguish stimuli from different things using an array of Nuclei
|
||||||
|
public interface IReceptor {
|
||||||
|
/// <summary>
|
||||||
|
/// Get the name of the receptor
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The name of the receptor</returns>
|
||||||
|
public string GetName();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The array of nuclei used to track multiple things sending stimuli
|
||||||
|
/// </summary>
|
||||||
|
/// The size of the array determines the maximum number of things which can be distinguished
|
||||||
|
public Nucleus[] nucleiArray { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Extends the nucleiArray with an additional element
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="prefab">A prefab of the nucleus to add?</param>
|
||||||
|
public void AddReceptorElement(ClusterPrefab prefab);
|
||||||
|
/// <summary>
|
||||||
|
/// Removes the last element from the nucleiArray
|
||||||
|
/// </summary>
|
||||||
|
public void RemoveReceptorElement();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Add a receiver for this receptor array
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="receiverToAdd">The receiving Nucleus</param>
|
||||||
|
/// <param name="weight">The initial weight to use for the synapses</param>
|
||||||
|
/// This function will add a synapse to the receiver for each element in the nucleiArray.
|
||||||
|
public void AddArrayReceiver(Nucleus receiverToAdd, float weight = 1);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Process an external stimulus
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="inputValue">The value of the stimulus</param>
|
||||||
|
/// <param name="thingId">The id of the thing causing the stimulus</param>
|
||||||
|
/// <param name="thingName">The name of the thing causing the stimulus</param>
|
||||||
|
public void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static class IReceptorHelpers {
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Implementation for the NanoBrain::IReceptor::AddReceptorElement which can be used for all implementations of IReceptor
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="receptor">The IReceptor which needs to extend its nucleiArray</param>
|
||||||
|
/// <param name="prefab">A prefab of the nucleus to add?</param>
|
||||||
|
public static void AddReceptorElement(IReceptor receptor, ClusterPrefab prefab) {
|
||||||
|
if (receptor.nucleiArray.Length == 0) {
|
||||||
|
Debug.LogError("Empty perceptoid array, cannot add");
|
||||||
|
}
|
||||||
|
int newLength = receptor.nucleiArray.Length + 1;
|
||||||
|
Nucleus[] newArray = new Nucleus[newLength];
|
||||||
|
|
||||||
|
string baseName = receptor.GetName();
|
||||||
|
int colonPos = baseName.IndexOf(":");
|
||||||
|
if (colonPos > 0)
|
||||||
|
baseName = baseName[..colonPos];
|
||||||
|
|
||||||
|
for (int i = 0; i < receptor.nucleiArray.Length; i++)
|
||||||
|
newArray[i] = receptor.nucleiArray[i];
|
||||||
|
if (receptor.nucleiArray[0] is Nucleus nucleus) {
|
||||||
|
newArray[newLength - 1] = nucleus.Clone(prefab);
|
||||||
|
newArray[newLength - 1].name = $"{baseName}: {newLength - 1}";
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (Nucleus element in receptor.nucleiArray) {
|
||||||
|
if (element is IReceptor receptorElement) {
|
||||||
|
receptorElement.nucleiArray = newArray;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Implementation for the NanoBrain::IReceptor::RemoteReceptorElement which can be used for all implementations of IReceptor
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="receptor">The IReceptor which needs to shorten its nucleiArray</param>
|
||||||
|
public static void RemoveReceptorElement(IReceptor receptor) {
|
||||||
|
int newLength = receptor.nucleiArray.Length - 1;
|
||||||
|
if (newLength == 0) {
|
||||||
|
Debug.LogWarning("Perceptoid array cannot be empty");
|
||||||
|
}
|
||||||
|
Nucleus[] newArray = new Nucleus[newLength];
|
||||||
|
for (int i = 0; i < newLength; i++)
|
||||||
|
newArray[i] = receptor.nucleiArray[i];
|
||||||
|
// Delete the last perception
|
||||||
|
if (receptor.nucleiArray[newLength] is Nucleus nucleus)
|
||||||
|
Neuron.Delete(nucleus);
|
||||||
|
|
||||||
|
foreach (Nucleus element in receptor.nucleiArray) {
|
||||||
|
if (element is IReceptor receptorElement) {
|
||||||
|
receptorElement.nucleiArray = newArray;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Implementation for the NanoBreain::IRceptor::AddArrayReceiver which can be used for all implementations of IReceptor
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="receptor">The IReceptor for which a receiving nuclues needs to be added</param>
|
||||||
|
/// <param name="receiverToAdd">The nucleus to receive input from the receptor</param>
|
||||||
|
/// <param name="weight">The initial weight for the synapses</param>
|
||||||
|
public static void AddArrayReceiver(IReceptor receptor, Nucleus receiverToAdd, float weight = 1) {
|
||||||
|
foreach (Nucleus element in receptor.nucleiArray) {
|
||||||
|
if (element is Cluster cluster)
|
||||||
|
cluster.defaultOutput.AddReceiver(receiverToAdd, weight);
|
||||||
|
if (element is Neuron neuron)
|
||||||
|
neuron.AddReceiver(receiverToAdd, weight);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
2
Runtime/Scripts/Core/IReceptor.cs.meta
Normal file
2
Runtime/Scripts/Core/IReceptor.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 73f052292ad16bb53a3c07aa1694c705
|
||||||
@ -61,19 +61,17 @@ namespace NanoBrain {
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// The type of
|
/// The type of
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public enum ActivationType {
|
public enum ActivationFunction {
|
||||||
Linear,
|
Linear,
|
||||||
Power,
|
Power,
|
||||||
Sqrt,
|
Sqrt,
|
||||||
Reciprocal,
|
Reciprocal,
|
||||||
Tanh,
|
Tanh,
|
||||||
Binary,
|
|
||||||
Normalized,
|
|
||||||
Custom
|
Custom
|
||||||
}
|
}
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
public ActivationType _curvePreset;
|
public ActivationFunction _curvePreset;
|
||||||
public ActivationType curvePreset {
|
public ActivationFunction curvePreset {
|
||||||
get { return _curvePreset; }
|
get { return _curvePreset; }
|
||||||
set {
|
set {
|
||||||
_curvePreset = value;
|
_curvePreset = value;
|
||||||
@ -85,27 +83,21 @@ namespace NanoBrain {
|
|||||||
|
|
||||||
public AnimationCurve GenerateCurve() {
|
public AnimationCurve GenerateCurve() {
|
||||||
switch (this.curvePreset) {
|
switch (this.curvePreset) {
|
||||||
case ActivationType.Linear:
|
case ActivationFunction.Linear:
|
||||||
this.curveMax = 1;
|
this.curveMax = 1;
|
||||||
return Presets.Linear(1);
|
return Presets.Linear(1);
|
||||||
case ActivationType.Power:
|
case ActivationFunction.Power:
|
||||||
this.curveMax = 1;
|
this.curveMax = 1;
|
||||||
return Presets.Power(2.0f, 1);
|
return Presets.Power(2.0f, 1);
|
||||||
case ActivationType.Sqrt:
|
case ActivationFunction.Sqrt:
|
||||||
this.curveMax = 1;
|
this.curveMax = 1;
|
||||||
return Presets.Power(0.5f, 1);
|
return Presets.Power(0.5f, 1);
|
||||||
case ActivationType.Reciprocal:
|
case ActivationFunction.Reciprocal:
|
||||||
this.curveMax = 1 / 0.01f * 1;
|
this.curveMax = 1 / 0.01f * 1;
|
||||||
return Presets.Reciprocal(1);
|
return Presets.Reciprocal(1);
|
||||||
case ActivationType.Tanh:
|
case ActivationFunction.Tanh:
|
||||||
this.curveMax = 1;
|
this.curveMax = 1;
|
||||||
return Presets.Tanh(1);
|
return Presets.Tanh(1);
|
||||||
case ActivationType.Binary:
|
|
||||||
this.curveMax = 1;
|
|
||||||
return Presets.Binary();
|
|
||||||
case ActivationType.Normalized:
|
|
||||||
this.curveMax = 1;
|
|
||||||
return Presets.Binary();
|
|
||||||
default:
|
default:
|
||||||
this.curveMax = 1;
|
this.curveMax = 1;
|
||||||
return this.curve;
|
return this.curve;
|
||||||
@ -173,9 +165,6 @@ namespace NanoBrain {
|
|||||||
return curve;
|
return curve;
|
||||||
|
|
||||||
}
|
}
|
||||||
public static AnimationCurve Binary() {
|
|
||||||
return AnimationCurve.Linear(0, 0, 1, 1);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion Serialization
|
#endregion Serialization
|
||||||
@ -209,29 +198,15 @@ namespace NanoBrain {
|
|||||||
public float outputSqrMagnitude => _outputValue.sqrMagnitude;
|
public float outputSqrMagnitude => _outputValue.sqrMagnitude;
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
public bool isFiring {
|
public bool isFiring => this.outputMagnitude > 0.5f;
|
||||||
get {
|
|
||||||
SleepCheck();
|
|
||||||
return this.outputMagnitude > 0.5f;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public Action WhenFiring;
|
public Action WhenFiring;
|
||||||
|
|
||||||
|
|
||||||
public virtual bool isSleeping => Time.time - this.lastUpdate > this.timeToSleep; //this.outputMagnitude == 0;
|
public virtual bool isSleeping => this.outputMagnitude == 0;
|
||||||
public void SleepCheck() {
|
|
||||||
if (this.isSleeping) {
|
|
||||||
#if UNITY_MATHEMATICS
|
|
||||||
this._outputValue = new float3(0, 0, 0);
|
|
||||||
#else
|
|
||||||
this._outputValue = new Vector3(0,0,0);
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
[NonSerialized]
|
[NonSerialized]
|
||||||
public float lastUpdate = 0;
|
public int stale = 1000;
|
||||||
public readonly float timeToSleep = 1f;
|
public readonly int staleValueForSleep = 20;
|
||||||
|
|
||||||
/// \copydoc NanoBrain::Nucleus::ShallowCloneTo
|
/// \copydoc NanoBrain::Nucleus::ShallowCloneTo
|
||||||
public override Nucleus ShallowCloneTo(Cluster newParent) {
|
public override Nucleus ShallowCloneTo(Cluster newParent) {
|
||||||
@ -284,11 +259,9 @@ namespace NanoBrain {
|
|||||||
}
|
}
|
||||||
else if (nucleus is Cluster cluster) {
|
else if (nucleus is Cluster cluster) {
|
||||||
// remove all receivers for this cluster
|
// remove all receivers for this cluster
|
||||||
foreach (Nucleus clusterNucleus in cluster.clusterNuclei) {
|
foreach (Neuron output in cluster.outputs) {
|
||||||
if (clusterNucleus is Neuron output) {
|
foreach (Nucleus receiver in output.receivers) {
|
||||||
foreach (Nucleus receiver in output.receivers) {
|
receiver.synapses.RemoveAll(s => s.neuron == output);
|
||||||
receiver.synapses.RemoveAll(s => s.neuron == output);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -302,18 +275,8 @@ namespace NanoBrain {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public override void UpdateStateIsolated() {
|
public override void UpdateStateIsolated() {
|
||||||
CheckSleepingSynapses();
|
|
||||||
var result = Combinator();
|
var result = Combinator();
|
||||||
this.outputValue = Activator(result);
|
this.outputValue = Activator(result);
|
||||||
this.lastUpdate = Time.time;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected void CheckSleepingSynapses() {
|
|
||||||
foreach (Synapse synapse in this.synapses) {
|
|
||||||
if (synapse.isSleeping) {
|
|
||||||
synapse.neuron.outputValue = Vector3.zero;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#region Combinator
|
#region Combinator
|
||||||
@ -408,13 +371,11 @@ namespace NanoBrain {
|
|||||||
#if UNITY_MATHEMATICS
|
#if UNITY_MATHEMATICS
|
||||||
|
|
||||||
public Func<float3, float3> Activator => this.curvePreset switch {
|
public Func<float3, float3> Activator => this.curvePreset switch {
|
||||||
ActivationType.Linear => ActivatorLinear,
|
ActivationFunction.Linear => ActivatorLinear,
|
||||||
ActivationType.Sqrt => ActivatorSqrt,
|
ActivationFunction.Sqrt => ActivatorSqrt,
|
||||||
ActivationType.Power => ActivatorPower,
|
ActivationFunction.Power => ActivatorPower,
|
||||||
ActivationType.Reciprocal => ActivatorReciprocal,
|
ActivationFunction.Reciprocal => ActivatorReciprocal,
|
||||||
ActivationType.Tanh => ActivatorTanh,
|
ActivationFunction.Tanh => ActivatorTanh,
|
||||||
ActivationType.Binary => ActivatorBinary,
|
|
||||||
ActivationType.Normalized => ActivatorNormalized,
|
|
||||||
_ => ActivatorCustom
|
_ => ActivatorCustom
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -446,18 +407,6 @@ namespace NanoBrain {
|
|||||||
float3 result = normalize(input) * MathF.Tanh(magnitude);
|
float3 result = normalize(input) * MathF.Tanh(magnitude);
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
protected float3 ActivatorBinary(float3 input) {
|
|
||||||
float magnitude = length(input);
|
|
||||||
float value = Mathf.Clamp01(magnitude);
|
|
||||||
return float3(value, value, value);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected float3 ActivatorNormalized(float3 input) {
|
|
||||||
if (lengthsq(input) == 0)
|
|
||||||
return input;
|
|
||||||
float3 result = normalize(input);
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected float3 ActivatorCustom(float3 input) {
|
protected float3 ActivatorCustom(float3 input) {
|
||||||
float activatedValue = this.curve.Evaluate(length(input));
|
float activatedValue = this.curve.Evaluate(length(input));
|
||||||
@ -523,16 +472,32 @@ namespace NanoBrain {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public virtual void RemoveReceiver(Nucleus receiverToRemove) {
|
public virtual void RemoveReceiver(Nucleus receiverToRemove) {
|
||||||
this._receivers.RemoveAll(receiver => receiver == receiverToRemove);
|
if (this is IReceptor receptor) {
|
||||||
receiverToRemove.synapses.RemoveAll(synapse => synapse.neuron == this);
|
foreach (Nucleus element in receptor.nucleiArray) {
|
||||||
|
if (element is Neuron neuron) {
|
||||||
|
neuron._receivers.RemoveAll(receiver => receiver == receiverToRemove);
|
||||||
|
receiverToRemove.synapses.RemoveAll(synapse => synapse.neuron == neuron);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
this._receivers.RemoveAll(receiver => receiver == receiverToRemove);
|
||||||
|
receiverToRemove.synapses.RemoveAll(synapse => synapse.neuron == this);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
#endregion Receivers
|
#endregion Receivers
|
||||||
|
|
||||||
public override void ProcessStimulus(Vector3 inputValue) {
|
public override void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null) {
|
||||||
;
|
if (this.parent is ClusterReceptor clusterReceptor)
|
||||||
this.lastUpdate = Time.time;
|
clusterReceptor.ProcessStimulus(this, inputValue, thingId, thingName);
|
||||||
|
else
|
||||||
|
ProcessStimulusDirect(inputValue, thingId, thingName);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ProcessStimulusDirect(Vector3 inputValue, int thingId = 0, string thingName = null) {
|
||||||
|
this.stale = 0;
|
||||||
this.bias = inputValue;
|
this.bias = inputValue;
|
||||||
this.parent.UpdateFromNucleus(this);
|
this.parent.UpdateFromNucleus(this);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -54,13 +54,10 @@ public abstract class Nucleus {
|
|||||||
Neuron,
|
Neuron,
|
||||||
MemoryCell,
|
MemoryCell,
|
||||||
Cluster,
|
Cluster,
|
||||||
//Receptor,
|
Receptor,
|
||||||
//ClusterReceptor,
|
ClusterReceptor,
|
||||||
//ClusterArray,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public virtual void Initialize() {}
|
|
||||||
|
|
||||||
#region Synapses
|
#region Synapses
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@ -90,10 +87,6 @@ public abstract class Nucleus {
|
|||||||
return synapse;
|
return synapse;
|
||||||
}
|
}
|
||||||
|
|
||||||
// public Synapse AddSynapse(ClusterPrefab clusterPrefab, string neuronName, float weight = 1) {
|
|
||||||
|
|
||||||
// }
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Find a synapse
|
/// Find a synapse
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@ -144,7 +137,7 @@ public abstract class Nucleus {
|
|||||||
/// <param name="inputValue">The value of the stimulus</param>
|
/// <param name="inputValue">The value of the stimulus</param>
|
||||||
/// <param name="thingId">The id of the thing causing the stimulus</param>
|
/// <param name="thingId">The id of the thing causing the stimulus</param>
|
||||||
/// <param name="thingName">The name of the thing causing the stimulus</param>
|
/// <param name="thingName">The name of the thing causing the stimulus</param>
|
||||||
public virtual void ProcessStimulus(Vector3 inputValue) { //, int thingId = 0, string thingName = "") {
|
public virtual void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = "") {
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion Update
|
#endregion Update
|
||||||
|
|||||||
197
Runtime/Scripts/Core/NucleusArray.cs
Normal file
197
Runtime/Scripts/Core/NucleusArray.cs
Normal file
@ -0,0 +1,197 @@
|
|||||||
|
using System.Linq;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
#if UNITY_MATHEMATICS
|
||||||
|
using Unity.Mathematics;
|
||||||
|
using static Unity.Mathematics.math;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
namespace NanoBrain {
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Class to manage an array of nuclei for an IReceptor
|
||||||
|
/// </summary>
|
||||||
|
/// Would love to get rid of this class.
|
||||||
|
[System.Serializable]
|
||||||
|
public class NucleusArray {
|
||||||
|
/// <summary>
|
||||||
|
/// The nuclei in this array
|
||||||
|
/// </summary>
|
||||||
|
[SerializeReference]
|
||||||
|
private Nucleus[] _nuclei;
|
||||||
|
public Nucleus[] nuclei {
|
||||||
|
get {
|
||||||
|
return _nuclei;
|
||||||
|
}
|
||||||
|
set {
|
||||||
|
_nuclei = value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Create a new NucleusArray with the given nucleus
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="nucleus">The Nucleus to put in the NucleusArray</param>
|
||||||
|
/// This results in an nucleus array of size 1
|
||||||
|
public NucleusArray(Nucleus nucleus) {
|
||||||
|
this._nuclei = new Nucleus[1];
|
||||||
|
this._nuclei[0] = nucleus;
|
||||||
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// Create a new NucleusArray of the given size
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="size">The size of the nucluesArray</param>
|
||||||
|
public NucleusArray(int size) {
|
||||||
|
this._nuclei = new Nucleus[size];
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// public void AddNucleus(ClusterPrefab prefab) {
|
||||||
|
// if (this._nuclei.Length == 0) {
|
||||||
|
// Debug.LogError("Empty perceptoid array, cannot add");
|
||||||
|
// return;
|
||||||
|
// }
|
||||||
|
// int newLength = this._nuclei.Length + 1;
|
||||||
|
// Nucleus[] newArray = new Nucleus[newLength];
|
||||||
|
|
||||||
|
// for (int i = 0; i < this._nuclei.Length; i++)
|
||||||
|
// newArray[i] = this._nuclei[i];
|
||||||
|
// if (this._nuclei[0] is Nucleus nucleus) {
|
||||||
|
// newArray[newLength - 1] = nucleus.Clone(prefab);
|
||||||
|
// newArray[newLength - 1].name += $": {newLength - 1}";
|
||||||
|
// }
|
||||||
|
|
||||||
|
// this._nuclei = newArray;
|
||||||
|
// }
|
||||||
|
|
||||||
|
// public void RemoveNucleus() {
|
||||||
|
// int newLength = this._nuclei.Length - 1;
|
||||||
|
// if (newLength == 0) {
|
||||||
|
// Debug.LogWarning("Perceptoid array cannot be empty");
|
||||||
|
// return;
|
||||||
|
// }
|
||||||
|
// Nucleus[] newPerceptei = new Nucleus[newLength];
|
||||||
|
// for (int i = 0; i < newLength; i++)
|
||||||
|
// newPerceptei[i] = this._nuclei[i];
|
||||||
|
// // Delete the last perception
|
||||||
|
// if (this._nuclei[newLength] is Nucleus nucleus)
|
||||||
|
// Neuron.Delete(nucleus); //this._nuclei[newLength]);
|
||||||
|
|
||||||
|
// this._nuclei = newPerceptei;
|
||||||
|
// }
|
||||||
|
|
||||||
|
public Dictionary<int, Nucleus> thingReceivers = new();
|
||||||
|
|
||||||
|
#if UNITY_MATHEMATICS
|
||||||
|
|
||||||
|
private Nucleus FindReceiver(int thingId, float3 inputValue) {
|
||||||
|
float inputMagnitude = length(inputValue);
|
||||||
|
return FindReceiverMagnitude(thingId, inputMagnitude);
|
||||||
|
}
|
||||||
|
|
||||||
|
#else
|
||||||
|
|
||||||
|
private Nucleus FindReceiver(int thingId, Vector3 inputValue) {
|
||||||
|
float inputMagnitude = inputValue.magnitude;
|
||||||
|
return FindReceiverMagnitude(thingId, inputMagnitude);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
private Nucleus FindReceiverMagnitude(int thingId, float inputMagnitude) {
|
||||||
|
Neuron selectedReceiver = null;
|
||||||
|
float selectedMagnitude = 0;
|
||||||
|
foreach (Nucleus nucleusReceiver in this._nuclei) {
|
||||||
|
if (nucleusReceiver is not Neuron receiver)
|
||||||
|
continue;
|
||||||
|
if (thingReceivers.ContainsValue(receiver) == false) {
|
||||||
|
// We found an unusued receiver
|
||||||
|
thingReceivers.Add(thingId, receiver);
|
||||||
|
return receiver;
|
||||||
|
}
|
||||||
|
else if (receiver.isSleeping) {
|
||||||
|
// A sleeping receiver is not active and can therefore always be used
|
||||||
|
thingReceivers.Add(thingId, receiver);
|
||||||
|
return receiver;
|
||||||
|
}
|
||||||
|
else if (selectedReceiver == null) {
|
||||||
|
// If we haven't found a receiver yet, just start by taking the first
|
||||||
|
selectedReceiver = receiver;
|
||||||
|
selectedMagnitude = selectedReceiver.outputMagnitude;
|
||||||
|
}
|
||||||
|
// Look for the receiver with the lowest magnitude
|
||||||
|
else {
|
||||||
|
float magnitude = receiver.outputMagnitude;
|
||||||
|
|
||||||
|
if (magnitude < inputMagnitude && receiver.outputMagnitude < selectedMagnitude) {
|
||||||
|
selectedReceiver = receiver;
|
||||||
|
selectedMagnitude = selectedReceiver.outputMagnitude;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (selectedReceiver != null) {
|
||||||
|
// Replace the receiver
|
||||||
|
// Find the thingId current associated with the receiver
|
||||||
|
int keyToRemove = thingReceivers.FirstOrDefault(r => r.Value.Equals(selectedReceiver)).Key;
|
||||||
|
if (keyToRemove != 0 || thingReceivers.ContainsKey(keyToRemove))
|
||||||
|
thingReceivers.Remove(keyToRemove);
|
||||||
|
// And add the new association
|
||||||
|
thingReceivers.Add(thingId, selectedReceiver);
|
||||||
|
}
|
||||||
|
return selectedReceiver;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Process an external stimulus
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="inputValue">The value of the stimulus</param>
|
||||||
|
/// <param name="thingId">The id of the thing causing the stimulus</param>
|
||||||
|
/// <param name="thingName">The name of the thing causing the stimulus</param>
|
||||||
|
public virtual void ProcessStimulus(int thingId, Vector3 inputValue, string thingName = null) {
|
||||||
|
CleanupReceivers();
|
||||||
|
|
||||||
|
if (this._nuclei[0] is Neuron neuron)
|
||||||
|
inputValue = neuron.Activator(inputValue);
|
||||||
|
|
||||||
|
if (!thingReceivers.TryGetValue(thingId, out Nucleus selectedReceiver)) {
|
||||||
|
// No existing nucleus for this thing
|
||||||
|
selectedReceiver = FindReceiver(thingId, inputValue);
|
||||||
|
}
|
||||||
|
if (selectedReceiver == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (thingName != null) {
|
||||||
|
string baseName = selectedReceiver.name;
|
||||||
|
int colonPos = selectedReceiver.name.IndexOf(":");
|
||||||
|
if (colonPos > 0)
|
||||||
|
baseName = selectedReceiver.name[..colonPos];
|
||||||
|
selectedReceiver.name = baseName + ": " + thingName;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (selectedReceiver is Neuron selectedNucleus)
|
||||||
|
selectedNucleus.ProcessStimulusDirect(inputValue);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Remove a thing-receiver connection when the nucleus is inactive
|
||||||
|
/// </summary>
|
||||||
|
private void CleanupReceivers() {
|
||||||
|
List<int> receiversToRemove = new();
|
||||||
|
foreach (KeyValuePair<int, Nucleus> item in thingReceivers) {
|
||||||
|
if (item.Value != null && item.Value is Neuron neuron && neuron.isSleeping)
|
||||||
|
receiversToRemove.Add(item.Key);
|
||||||
|
}
|
||||||
|
foreach (int thingId in receiversToRemove) {
|
||||||
|
Nucleus selectedReceiver = thingReceivers[thingId];
|
||||||
|
|
||||||
|
thingReceivers.Remove(thingId);
|
||||||
|
|
||||||
|
int colonPos = selectedReceiver.name.IndexOf(":");
|
||||||
|
if (colonPos > 0)
|
||||||
|
selectedReceiver.name = selectedReceiver.name[..colonPos];
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
2
Runtime/Scripts/Core/NucleusArray.cs.meta
Normal file
2
Runtime/Scripts/Core/NucleusArray.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f8cac60bd79854595a8571c042f77998
|
||||||
113
Runtime/Scripts/Core/Receptor.cs
Normal file
113
Runtime/Scripts/Core/Receptor.cs
Normal file
@ -0,0 +1,113 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
#if UNITY_MATHEMATICS
|
||||||
|
using Unity.Mathematics;
|
||||||
|
using static Unity.Mathematics.math;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
namespace NanoBrain {
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Basic IReceptor to receive external input
|
||||||
|
/// </summary>
|
||||||
|
[System.Serializable]
|
||||||
|
public class Receptor : Neuron, IReceptor {
|
||||||
|
/// <summary>
|
||||||
|
/// Create a new Receptor in a Cluster instance
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="parent">The Cluster in which the Receptor is created</param>
|
||||||
|
/// <param name="name">The name of the new Receptor</param>
|
||||||
|
public Receptor(Cluster parent, string name) : base(parent, name) {
|
||||||
|
this.array = new NucleusArray(this);
|
||||||
|
if (this.name.IndexOf(":") < 0)
|
||||||
|
this.name += ": 0";
|
||||||
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// Create a new Receptor in a Cluster Prefab
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="prefab">The Cluster Prefab in which the Receptor is created</param>
|
||||||
|
/// <param name="name">The name of the new Receptor</param>
|
||||||
|
public Receptor(ClusterPrefab prefab, string name) : base(prefab, name) {
|
||||||
|
this.array = new NucleusArray(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
public string GetName() {
|
||||||
|
return this.name;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// \copydoc NanoBrain::Neuron::ShallowCloneTo
|
||||||
|
public override Nucleus ShallowCloneTo(Cluster parent) {
|
||||||
|
Receptor clone = new(parent, name) {
|
||||||
|
|
||||||
|
};
|
||||||
|
CloneFields(clone);
|
||||||
|
return clone;
|
||||||
|
}
|
||||||
|
/// \copydoc NanoBrain::Neuron::Clone
|
||||||
|
public override Nucleus Clone(ClusterPrefab prefab) {
|
||||||
|
Receptor clone = new(prefab, name) {
|
||||||
|
array = this._array
|
||||||
|
};
|
||||||
|
CloneFields(clone);
|
||||||
|
// Adding receivers will also add synapses to the receivers
|
||||||
|
foreach (Nucleus receiver in this.receivers.ToArray())
|
||||||
|
clone.AddReceiver(receiver);
|
||||||
|
|
||||||
|
return clone;
|
||||||
|
}
|
||||||
|
|
||||||
|
[SerializeReference]
|
||||||
|
private NucleusArray _array;
|
||||||
|
public NucleusArray array {
|
||||||
|
set { _array = value; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public Nucleus[] nucleiArray {
|
||||||
|
get { return _array.nuclei; }
|
||||||
|
set { _array.nuclei = value; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AddReceptorElement(ClusterPrefab prefab) {
|
||||||
|
IReceptorHelpers.AddReceptorElement(this, prefab);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RemoveReceptorElement() {
|
||||||
|
IReceptorHelpers.RemoveReceptorElement(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void AddArrayReceiver(Nucleus receiverToAdd, float weight = 1) {
|
||||||
|
IReceptorHelpers.AddArrayReceiver(this, receiverToAdd, weight);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void UpdateStateIsolated() {
|
||||||
|
this.outputValue = this.bias;
|
||||||
|
}
|
||||||
|
|
||||||
|
#if UNITY_MATHEMATICS
|
||||||
|
|
||||||
|
public override void UpdateNuclei() {
|
||||||
|
this.stale++;
|
||||||
|
if (this.stale > staleValueForSleep && lengthsq(this.bias) > 0) {
|
||||||
|
this.bias = new float3(0, 0, 0);
|
||||||
|
this.parent.UpdateFromNucleus(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#else
|
||||||
|
|
||||||
|
public override void UpdateNuclei() {
|
||||||
|
this.stale++;
|
||||||
|
if (this.stale > staleValueForSleep && this.bias.sqrMagnitude > 0) {
|
||||||
|
this.bias = new Vector3(0, 0, 0);
|
||||||
|
this.parent.UpdateFromNucleus(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
#endif
|
||||||
|
public override void ProcessStimulus(Vector3 inputValue, int thingId = 0, string thingName = null) {
|
||||||
|
this._array ??= new NucleusArray(this.parent);
|
||||||
|
this._array.ProcessStimulus(thingId, inputValue, thingName);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
2
Runtime/Scripts/Core/Receptor.cs.meta
Normal file
2
Runtime/Scripts/Core/Receptor.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: cfb9734aebc3ab85aacf87d26fb92e55
|
||||||
@ -28,12 +28,6 @@ namespace NanoBrain {
|
|||||||
this.neuron = nucleus;
|
this.neuron = nucleus;
|
||||||
this.weight = weight;
|
this.weight = weight;
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool isSleeping {
|
|
||||||
get {
|
|
||||||
return this.neuron.isSleeping;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
@ -10,7 +10,6 @@ namespace NanoBrain {
|
|||||||
public class ClusterPrefab : ScriptableObject {
|
public class ClusterPrefab : ScriptableObject {
|
||||||
/// The nuclei in this cluster
|
/// The nuclei in this cluster
|
||||||
[SerializeReference]
|
[SerializeReference]
|
||||||
// This list should not include any clusters...
|
|
||||||
public List<Nucleus> nuclei = new();
|
public List<Nucleus> nuclei = new();
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user