using UnityEngine; using UnityEditor; using System.Collections.Generic; using System.Linq; // 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 nodes = new List(); List edges = new List(); 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("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 GetCircleOutlinePoints(Vector2 center, float radius, int segments) { var pts = new List(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 GetBezierPoints(Vector2 p0, Vector2 p1, Vector2 p2, int seg) { var pts = new List(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()); 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 layer = new Dictionary(); Queue q = new Queue(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; } }