using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; using UnityEngine.UIElements; namespace NanoBrain { public class ClusterViewer : Editor { public class GraphView : VisualElement { protected readonly ClusterPrefab prefab; protected SerializedObject serializedBrain; protected Nucleus currentNucleus; protected GameObject gameObject; private List layers = new(); private readonly Dictionary neuroidPositions = new(); private bool expandArray = false; protected ClusterPrefab prefabAsset; protected VisualElement outputContainer; protected readonly PopupField outputsField; public GraphView(ClusterPrefab prefab) { this.prefab = prefab; name = "content"; style.flexGrow = 1; IMGUIContainer graphContainer = new(OnIMGUI); graphContainer.style.position = Position.Absolute; graphContainer.style.left = 0; graphContainer.style.top = 0; graphContainer.style.right = 0; graphContainer.style.bottom = 0; graphContainer.pickingMode = PickingMode.Position; graphContainer.focusable = true; Add(graphContainer); outputContainer = new() { style = { flexDirection = FlexDirection.Row, alignItems = Align.Center, } }; List names = this.prefab.outputs.Select(output => output.name).ToList(); if (names.Count > 0 && names.First() != null) { outputsField = new(names, names.First()) { style = { flexGrow = 1 } }; outputsField.RegisterValueChangedCallback(evt => OnOutputChanged(evt.newValue)); outputContainer.Add(outputsField); } Add(outputContainer); // Subscribe when added to panel (editor UI ready) RegisterCallback(evt => Subscribe()); RegisterCallback(evt => Unsubscribe()); } void OnOutputChanged(string outputName) { if (this.currentNucleus.parent != null) // Get nucleus in the parent instance this.currentNucleus = this.currentNucleus.parent.GetNucleus(outputName); else // Get nucleus in the prefab this.currentNucleus = this.prefab.GetNucleus(outputName); } bool subscribed = false; void Subscribe() { if (subscribed) return; SceneView.duringSceneGui += OnSceneGUI; subscribed = true; SceneView.RepaintAll(); } void Unsubscribe() { if (!subscribed) return; SceneView.duringSceneGui -= OnSceneGUI; subscribed = false; } public void SetGraph(GameObject gameObject, Nucleus nucleus) { //}, VisualElement inspectorContainer) { this.gameObject = gameObject; //this.cluster = brain; if (Application.isPlaying == false) this.serializedBrain = new SerializedObject(this.prefab); this.currentNucleus = nucleus; Rebuild(); //inspectorContainer); } void Rebuild() { //VisualElement inspectorContainer) { BuildLayers(); if (this.currentNucleus == null) { // inspectorContainer.Clear(); return; } string path = AssetDatabase.GetAssetPath(this.prefab); // or known path this.prefabAsset = AssetDatabase.LoadAssetAtPath(path); if (this.prefabAsset == null) { // create in memory save if it doesn't exist this.prefabAsset = CreateInstance(); //Debug.LogError("Cluster Prefab is not found on disk"); } //DrawInspector(inspectorContainer); } protected void BuildLayers() { // A temporary list to track what's been added to layers this.layers = new(); int layerIx = 0; Nucleus selectedNucleus = this.currentNucleus; if (selectedNucleus == null) return; NeuroidLayer currentLayer = new() { ix = layerIx }; if (selectedNucleus is Neuron selectedNeuron && selectedNeuron.receivers != null) { foreach (Nucleus receiver in selectedNeuron.receivers) { Nucleus outputNeuroid = receiver; if (outputNeuroid != null) { AddToLayer(currentLayer, outputNeuroid); // Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}"); } } } if (currentLayer.neuroids.Count > 0) { this.layers.Add(currentLayer); layerIx++; currentLayer = new() { ix = layerIx }; } AddToLayer(currentLayer, selectedNucleus); this.layers.Add(currentLayer); // Debug.Log($"layer {layerIx} nucleus {selectedNucleus.name}"); layerIx++; currentLayer = new() { ix = layerIx }; if (selectedNucleus.synapses != null) { foreach (Synapse synapse in selectedNucleus.synapses) { Nucleus input = synapse.neuron; AddToLayer(currentLayer, input); // Debug.Log($"layer {layerIx} nucleus {input.name}"); } } if (currentLayer.neuroids.Count > 0) { this.layers.Add(currentLayer); } } private void AddToLayer(NeuroidLayer layer, Nucleus nucleus) { if (nucleus == null) return; layer.neuroids.Add(nucleus); //nucleus.layerIx = layer.ix; // Store its position Vector2Int neuroidPosition = new(layer.ix, layer.neuroids.Count - 1); neuroidPositions[nucleus] = neuroidPosition; } public void OnIMGUI() { if (currentNucleus == null) return; if (Application.isPlaying == false) serializedBrain.Update(); Handles.BeginGUI(); DrawGraph(); Handles.EndGUI(); } private void DrawGraph() { float size = 20; Vector3 position = new(150, 210, 0); DrawReceivers(this.currentNucleus, position, size); DrawSynapses(this.currentNucleus, position, size); // Draw selected Nucleus if (expandArray) { if (this.currentNucleus is IReceptor receptor1) { float maxValue = 0; foreach (Nucleus nucleus in receptor1.nucleiArray) { if (nucleus is Neuron neuron) { float value = neuron.outputMagnitude; if (value > maxValue) maxValue = value; } } float spacing = 400f / receptor1.nucleiArray.Count(); float margin = 10 + spacing / 2; float xMin = 150 - size; float xMax = 150 + size; float yMin = 10 + margin - size / 2; float yMax = 400 - margin + size; Vector3[] verts = new Vector3[4] { new(xMin, yMin, 0), new(xMax, yMin, 0), new(xMax, yMax, 0), new(xMin, yMax, 0) }; Handles.color = Color.black; Handles.DrawAAConvexPolygon(verts); int row = 0; foreach (Nucleus nucleus in receptor1.nucleiArray) { Vector3 pos = new(150, margin + row * spacing, 0.0f); Handles.color = Color.white; // The selected nucleus highlight ring Handles.DrawSolidDisc(pos, Vector3.forward, size + 2); DrawNucleus(nucleus, pos, maxValue, size); row++; } GUIStyle style = new(EditorStyles.label) { alignment = TextAnchor.UpperCenter, normal = { textColor = Color.white }, fontStyle = FontStyle.Bold, }; Vector3 labelPos = new(150, yMax + size + 5, 0); string receptorName = receptor1.GetName(); int colonPos = receptorName.IndexOf(":"); if (colonPos > 0) { string baseName = receptorName[..colonPos]; Handles.Label(labelPos, baseName, style); } else Handles.Label(labelPos, receptorName, style); } else { Handles.color = Color.white; // The selected nucleus highlight ring Handles.DrawSolidDisc(position, Vector3.forward, size + 2); float maxValue = 1; if (this.currentNucleus is Neuron neuron) maxValue = neuron.outputMagnitude; else if (this.currentNucleus is Cluster cluster) maxValue = cluster.defaultOutput.outputMagnitude; DrawNucleus(this.currentNucleus, position, maxValue, 20); } } else { Handles.color = Color.white; // The selected nucleus highlight ring Handles.DrawSolidDisc(position, Vector3.forward, size + 2); float maxValue = 1; if (this.currentNucleus is Neuron neuron) maxValue = neuron.outputMagnitude; else if (this.currentNucleus is Cluster cluster) maxValue = cluster.defaultOutput.outputMagnitude; DrawNucleus(this.currentNucleus, position, maxValue, 20); } } private void DrawReceivers(Nucleus nucleus, Vector3 parentPos, float size) { List receivers; if (nucleus is Neuron neuron) receivers = neuron.receivers; else if (nucleus is Cluster cluster) receivers = cluster.CollectReceivers(); else return; int nodeCount = receivers.Count(); //neuron != null ? neuron.receivers.Count() : 1; // Determine the maximum value in this layer // This is used to 'scale' the output value colors of the nuclei float maxValue = 0; foreach (Nucleus receiver in receivers) { if (receiver is Neuron neuroid) { float value = neuroid.outputMagnitude; if (value > maxValue) maxValue = value; } } // Determine the spacing of the nuclei in the layer float spacing = 400f / nodeCount; float margin = 10 + spacing / 2; int row = 0; List drawnArrays = new(); foreach (Nucleus receiver in receivers) { if (receiver is Receptor receptor) { if (drawnArrays.Contains(receptor.nucleiArray)) continue; drawnArrays.Add(receptor.nucleiArray); } Nucleus receiverNucleus = receiver; if (receiverNucleus == null) continue; Vector3 pos = new(50, margin + row * spacing, 0.0f); Handles.color = Color.white; Handles.DrawLine(parentPos, pos); DrawNucleus(receiverNucleus, pos, maxValue, size); row++; } } private void DrawSynapses(Nucleus nucleus, Vector3 parentPos, float size) { int nodeCount = nucleus.synapses.Count; // Determine the maximum value in this layer // This is used to 'scale' the output value colors of the nuclei float maxValue = 0; int neuronCount = 0; List drawnArrays = new(); foreach (Synapse synapse in nucleus.synapses) { if (synapse.neuron == null) continue; if (synapse.neuron is Receptor receptor) { if (drawnArrays.Contains(receptor.nucleiArray)) continue; drawnArrays.Add(receptor.nucleiArray); } else if (synapse.neuron.parent is ClusterReceptor clusterReceptor) { if (drawnArrays.Contains(clusterReceptor.nucleiArray)) continue; drawnArrays.Add(clusterReceptor.nucleiArray); } // Oops... else if (synapse.neuron.parent is Cluster cluster && cluster.clusterArray != null) { if (drawnArrays.Contains(cluster.clusterArray.clusters)) continue; drawnArrays.Add(cluster.clusterArray.clusters); } if (synapse.neuron is Neuron synapseNeuron) { float value = synapseNeuron.outputMagnitude * synapse.weight; // Debug.Log($"{synapse.nucleus.name}: {value} {length(synapse.nucleus.outputValue)} {synapse.weight}"); if (value > maxValue) maxValue = value; } neuronCount++; } // Determine the spacing of the nuclei in the layer float spacing = 400f / neuronCount; float margin = 10 + spacing / 2; int row = 0; drawnArrays = new(); foreach (Synapse synapse in nucleus.synapses) { if (synapse.neuron is null) continue; if (synapse.neuron is Receptor neuron) { if (drawnArrays.Contains(neuron.nucleiArray)) continue; drawnArrays.Add(neuron.nucleiArray); } else if (synapse.neuron.parent is ClusterReceptor clusterReceptor) { if (drawnArrays.Contains(clusterReceptor.nucleiArray)) continue; drawnArrays.Add(clusterReceptor.nucleiArray); } Vector3 pos = new(250, margin + row * spacing, 0.0f); Handles.color = Color.white; Handles.DrawLine(parentPos, pos); Color color = Color.black; if (Application.isPlaying) { if (maxValue == 0 || !float.IsFinite(maxValue)) maxValue = 1; float brightness = 0; if (synapse.neuron is Neuron synapseNeuron) brightness = synapseNeuron.outputMagnitude * synapse.weight / maxValue; color = new Color(brightness, brightness, brightness, 1f); } if (synapse.neuron.parent != null && synapse.neuron.parent != this.currentNucleus.parent) { // the synapse nucleus is part of a subcluster DrawNucleus(synapse.neuron.parent, pos, maxValue, size, color); } // else if (synapse.nucleus.cluster != null && synapse.nucleus.cluster != this.currentNucleus.cluster) { // DrawNucleus(synapse.nucleus.parent, pos, maxValue, size, color); // } else { DrawNucleus(synapse.neuron, pos, maxValue, size, color); } row++; } } private void DrawNucleus(Nucleus nucleus, Vector3 position, float maxValue, float size) { Color color; if (Application.isPlaying) { float brightness = 0; if (nucleus is Neuron neuron) brightness = neuron.outputMagnitude / maxValue; color = new Color(brightness, brightness, brightness, 1f); } else color = Color.black; DrawNucleus(nucleus, position, maxValue, size, color); } private void DrawNucleus(Nucleus nucleus, Vector3 position, float maxValue, float size, Color color) { if (nucleus is MemoryCell) { Handles.color = Color.white; Handles.DrawWireDisc(position + Vector3.right * 10, Vector3.forward, size); } Handles.color = color; Handles.DrawSolidDisc(position, Vector3.forward, size); Handles.color = Color.white; // Position the label in front of the disc Vector3 labelPosition = position + (Vector3.forward * 0.1f); GUIStyle style = new(EditorStyles.label) { alignment = TextAnchor.MiddleCenter, normal = { textColor = Color.white }, fontStyle = FontStyle.Bold, }; if (nucleus is IReceptor receptor1) { if (expandArray) { // Put array indices above elements style.alignment = TextAnchor.LowerCenter; Vector3 labelPos1 = position + Vector3.down * (size + 5); // below disc int colonPos1 = nucleus.name.IndexOf(":"); if (colonPos1 > 0) { string extName = nucleus.name[(colonPos1 + 2)..]; Handles.Label(labelPos1, extName, style); } } else { // draw the array size label if (color.grayscale > 0.5f) style.normal.textColor = Color.black; else style.normal.textColor = Color.white; Handles.Label(labelPosition, receptor1.nucleiArray.Length.ToString(), style); style.normal.textColor = Color.white; } } else if (nucleus is Cluster cluster && cluster.clusterArray != null) { if (expandArray) { // Put array indices above elements style.alignment = TextAnchor.LowerCenter; Vector3 labelPos1 = position + Vector3.down * (size + 5); // below disc int colonPos1 = nucleus.name.IndexOf(":"); if (colonPos1 > 0) { string extName = nucleus.name[(colonPos1 + 2)..]; Handles.Label(labelPos1, extName, style); } } else { // draw the array size label if (color.grayscale > 0.5f) style.normal.textColor = Color.black; else style.normal.textColor = Color.white; Handles.Label(labelPosition, cluster.clusterArray.clusters.Length.ToString(), style); style.normal.textColor = Color.white; } } if (expandArray == false || nucleus is not IReceptor) { // put name below nucleus Vector3 labelPos = position - Vector3.down * (size + 5); // below neuron style.alignment = TextAnchor.UpperCenter; nucleus.name ??= ""; int colonPos = nucleus.name.IndexOf(":"); if (colonPos > 0 && colonPos < nucleus.name.Length - 2) { // if it is an array, we should not show the :0 of the first element string baseName = nucleus.name[..colonPos]; Handles.Label(labelPos, baseName, style); } else Handles.Label(labelPos, nucleus.name, style); } // Draw Cluster ring if (nucleus is Cluster) { Handles.color = Color.white; Handles.DrawWireDisc(position, Vector3.forward, size + 5); } // Tooltip Rect neuronRect = new(position.x - size, position.y - size, size * 2, size * 2); int id = GUIUtility.GetControlID(FocusType.Passive); Event e = Event.current; EventType et = e.GetTypeForControl(id); if (e != null && neuronRect.Contains(e.mousePosition)) { // Process Hover HandleMouseHover(nucleus, neuronRect); // Process click if (e.type == EventType.MouseDown && e.button == 0) { // Consume the event so the scene doesn't also handle it e.Use(); HandleClicked(nucleus); } } } private void HandleMouseHover(Nucleus nucleus, Rect rect) { GUIContent tooltip; if (nucleus is Neuron neuron) { tooltip = new( $"{nucleus.name}" + $"\nValue: {neuron.outputMagnitude}"); } else tooltip = new($"{nucleus.name}"); Vector2 mousePosition = Event.current.mousePosition; // Display tooltip with some offset Vector2 tooltipSize = GUI.skin.box.CalcSize(tooltip); Rect tooltipRect = new Rect(mousePosition.x + 10, mousePosition.y + 10, tooltipSize.x, tooltipSize.y); GUI.Box(tooltipRect, tooltip); } private void HandleClicked(Nucleus nucleus) { if (nucleus == this.currentNucleus) { if (nucleus is Receptor || nucleus is ClusterReceptor) expandArray = !expandArray; else expandArray = false; } else { this.currentNucleus = nucleus; expandArray = false; BuildLayers(); } } void OnSceneGUI(SceneView sceneView) { if (this.gameObject != null) { if (this.currentNucleus is IReceptor receptor) { foreach (Nucleus nucleus in receptor.nucleiArray) { if (nucleus is Neuron neuron) { Vector3 worldVector = this.gameObject.transform.TransformVector(neuron.outputValue); Handles.color = Color.yellow; Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector); } } } else { if (this.currentNucleus is Neuron currentNeuron) { Vector3 worldVector = this.gameObject.transform.TransformVector(currentNeuron.outputValue); Handles.color = Color.yellow; Handles.DrawLine(this.gameObject.transform.position, this.gameObject.transform.position + worldVector); } } } } } } public class NeuroidLayer { public int ix = 0; public List neuroids = new(); } }