using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEditor; namespace NanoBrain.Unity { public class Dag { public class Node { public int id; public Vector2 position; public float radius = 20f; // circle radius public Nucleus nucleus; } public class Edge { public int fromId; public int toId; } public List nodes = new(); public List edges = new(); public Node FindNode(string name, bool justBaseName = true) { if (justBaseName) { int colonPos = name.IndexOf(":"); if (colonPos > 0) name = name[..colonPos]; } foreach (Node node in this.nodes) { string nodeName = node.nucleus.name; if (justBaseName) { int colonPos = nodeName.IndexOf(":"); if (colonPos > 0) nodeName = nodeName[..colonPos]; } if (nodeName == name) return node; } return null; } public static Node GetNodeById(Dag dag, int id) => dag.nodes.FirstOrDefault(x => x.id == id); public static void ComputeLayout(Dag dag) { Dictionary> adjacency = dag.nodes.ToDictionary(n => n.id, n => new List()); Dictionary outdegree = dag.nodes.ToDictionary(node => node.id, n => 0); foreach (Edge edge in dag.edges) { if (!adjacency.ContainsKey(edge.fromId) || !adjacency.ContainsKey(edge.toId)) continue; adjacency[edge.fromId].Add(edge.toId); outdegree[edge.fromId]++; } // Kahn's algorithm to compute topological layers (horizontal layers) // build parent list (reverse adjacency) and parentIndegree = number of children each parent has Dictionary> parents = dag.nodes.ToDictionary(n => n.id, _ => new List()); Dictionary childCount = dag.nodes.ToDictionary(n => n.id, _ => 0); foreach (Edge edge in dag.edges) { if (!adjacency.ContainsKey(edge.fromId) || !adjacency.ContainsKey(edge.toId)) continue; adjacency[edge.fromId].Add(edge.toId); parents[edge.toId].Add(edge.fromId); // parent of 'to' is 'from' childCount[edge.fromId]++; // outdegree } Dictionary column = new(); Queue queue = new(outdegree.Where(keyValue => keyValue.Value == 0).Select(keyValue => keyValue.Key)); foreach (int id in queue) column[id] = 0; // process parents (reverse traversal) while (queue.Count > 0) { int nodeId = queue.Dequeue(); int col = column[nodeId]; foreach (int parentIx in parents[nodeId]) { if (!column.ContainsKey(parentIx) || column[parentIx] < col + 1) column[parentIx] = col + 1; childCount[parentIx]--; // decrement remaining unprocessed children if (childCount[parentIx] == 0) queue.Enqueue(parentIx); } } // Any unreachable nodes -> assign next layers int maxColumn = column.Count > 0 ? column.Values.Max() : 0; foreach (Node node in dag.nodes) { if (!column.ContainsKey(node.id)) { maxColumn++; column[node.id] = maxColumn; } } // Group nodes by column (left to right) List> columns = column. GroupBy(kv => kv.Value). OrderBy(g => g.Key). Select(g => g.Select(x => x.Key).ToList()). ToList(); // Same code without using Linq // Build layers dictionary: layerIndex -> List nodeIds // Dictionary> layersDict = new(); // foreach (KeyValuePair kv in layer) { // int nodeId = kv.Key; // int layerIndex = kv.Value; // if (!layersDict.TryGetValue(layerIndex, out List list)) { // list = new List(); // layersDict[layerIndex] = list; // } // list.Add(nodeId); // } // // Determine sorted layer indices // List layerIndices = new(layersDict.Keys); // layerIndices.Sort(); // ascending order // // Build final List> in sorted order // List> layers = new(); // foreach (int idx in layerIndices) { // layers.Add(layersDict[idx]); // } float hSpacing = 100f; float totalHeight = 400f; // Place nodes: x increases with column index, y spaced within column for (int columnIx = 0; columnIx < columns.Count; columnIx++) { List nodeList = columns[columnIx]; float spacing = totalHeight / nodeList.Count; float margin = 10 + spacing / 2; for (int i = 0; i < nodeList.Count; i++) { int index = nodeList[i]; Node node = GetNodeById(dag, index); if (node == null) continue; float x = (hSpacing * 1.5f) + columnIx * hSpacing; //float y = 400 - totalHeight / 2f + i * vSpacing; float y = margin + i * spacing; // Debug.Log($"({li}, {i}) -> {x}, {y}"); node.position = new Vector2(x, y); } } //Repaint(); } } }