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