291 lines
11 KiB
C#
291 lines
11 KiB
C#
using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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using System.Linq;
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namespace NanoBrain {
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// Simple DAG data model
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[System.Serializable]
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public class DagNode {
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public int id;
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public string title;
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public Vector2 position;
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public float radius = 20f; // circle radius
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}
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[System.Serializable]
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public class DagEdge {
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public int fromId;
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public int toId;
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}
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public class BrainEditorWindow : EditorWindow {
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readonly List<DagNode> nodes = new();
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readonly List<DagEdge> edges = new();
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Vector2 pan = Vector2.zero;
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float zoom = 1.0f;
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const float minZoom = 0.5f;
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const float maxZoom = 2.0f;
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private readonly System.Type acceptedType = typeof(ClusterPrefab);
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[MenuItem("Window/Brain Viewer")]
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public static void ShowWindow() {
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var w = GetWindow<BrainEditorWindow>("Brain Viewer");
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w.minSize = new Vector2(500, 300);
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}
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void OnEnable() {
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// Register callback so window updates when selection changes
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Selection.selectionChanged += OnSelectionChanged;
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RefreshSelection();
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ComputeLayout();
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}
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private void OnDisable() {
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Selection.selectionChanged -= OnSelectionChanged;
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}
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private void OnSelectionChanged() {
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RefreshSelection();
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ComputeLayout();
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Repaint();
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}
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private void RefreshSelection() {
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ClusterPrefab prefab = Selection.activeObject as ClusterPrefab;
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if (prefab != null && acceptedType.IsAssignableFrom(prefab.GetType())) {
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GenerateGraph(prefab);
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}
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}
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private void GenerateGraph(ClusterPrefab prefab) {
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nodes.Clear();
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edges.Clear();
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int ix = 0;
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foreach (Nucleus nucleus in prefab.nuclei) {
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nodes.Add(new DagNode() { id = ix, title = nucleus.name });
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if (nucleus is Neuron neuron) {
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foreach (Nucleus receiver in neuron.receivers) {
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int receiverIx = prefab.GetNucleusIndex(receiver);
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edges.Add(new DagEdge() { fromId = ix, toId = receiverIx });
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}
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}
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ix++;
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}
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}
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void OnGUI() {
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HandleInput();
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Rect rect = new(0, 0, position.width, position.height);
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EditorGUI.DrawRect(rect, new Color(0.11f, 0.11f, 0.11f));
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// compute window center
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Vector2 windowCenter = new(position.width / 2f, position.height / 2f);
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// compute graph bounds center (in graph space)
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Rect bounds = GetGraphBounds();
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Vector2 graphCenter = bounds.center;
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// compute autoPan that recenters the graph (does not modify node positions)
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Vector2 autoPan = -graphCenter; // moves graph center to origin
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// total translation = windowCenter + autoPan + user pan
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Matrix4x4 oldMatrix = GUI.matrix;
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GUI.matrix = Matrix4x4.TRS(windowCenter + autoPan + pan, Quaternion.identity, Vector3.one * zoom) *
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Matrix4x4.TRS(-windowCenter, Quaternion.identity, Vector3.one);
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// Draw edges first
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foreach (DagEdge e in edges) {
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DagNode from = GetNodeById(e.fromId);
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DagNode to = GetNodeById(e.toId);
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if (from == null || to == null)
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continue;
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DrawEdgeCircleNodes(from, to);
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}
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// Draw nodes (circles)
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foreach (DagNode n in nodes)
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DrawNucleus(n);
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GUI.matrix = oldMatrix;
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}
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void HandleInput() {
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Event e = Event.current;
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// Zoom with scroll
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if (e.type == EventType.ScrollWheel) {
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float oldZoom = zoom;
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float delta = -e.delta.y * 0.01f;
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zoom = Mathf.Clamp(zoom + delta, minZoom, maxZoom);
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Vector2 mouse = e.mousePosition;
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pan += (mouse - new Vector2(position.width / 2, position.height / 2)) * (1 - zoom / oldZoom);
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e.Use();
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}
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// Pan with middle or right+ctrl drag
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if (e.type == EventType.MouseDrag && (e.button == 2 || (e.button == 1 && e.control))) {
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pan += e.delta;
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e.Use();
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}
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}
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DagNode GetNodeById(int id) => nodes.FirstOrDefault(x => x.id == id);
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void DrawNucleus(DagNode n) {
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Vector3 position = n.position;
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Handles.color = Color.white * 0.9f;
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Handles.DrawSolidDisc(n.position, Vector3.forward, n.radius);
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Handles.color = Color.white;
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GUIStyle style = new(EditorStyles.label) {
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alignment = TextAnchor.UpperCenter,
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normal = { textColor = Color.white },
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fontStyle = FontStyle.Bold,
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};
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Vector3 labelPos = position - Vector3.down * (n.radius + 10f); // below disc along up axis
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Handles.Label(labelPos, n.title, style);
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}
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void DrawEdgeCircleNodes(DagNode from, DagNode to) {
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Vector2 a = from.position;
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Vector2 b = to.position;
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if (a == b) return;
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Handles.color = Color.white * 0.9f;
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Handles.DrawLine(from.position, to.position);
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}
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// Right-to-left layered layout (sources on the right, sinks on the left)
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void ComputeLayout() {
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// build adjacency and indegree
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Dictionary<int, List<int>> adjacency = nodes.ToDictionary(n => n.id, n => new List<int>());
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Dictionary<int, int> indegree = nodes.ToDictionary(n => n.id, n => 0);
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foreach (DagEdge edge in 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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indegree[edge.toId]++;
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}
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Dictionary<int, int> outdegree = nodes.ToDictionary(node => node.id, n => 0);
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foreach (DagEdge edge in 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 = nodes.ToDictionary(n => n.id, _ => new List<int>());
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Dictionary<int, int> childCount = nodes.ToDictionary(n => n.id, _ => 0);
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foreach (DagEdge edge in 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> layer = new();
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Queue<int> queue = new(outdegree.Where(kv => kv.Value == 0).Select(kv => kv.Key));
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foreach (int id in queue)
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layer[id] = 0;
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// process parents (reverse traversal)
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while (queue.Count > 0) {
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int u = queue.Dequeue();
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int l = layer[u];
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foreach (int p in parents[u]) {
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if (!layer.ContainsKey(p) || layer[p] < l + 1)
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layer[p] = l + 1;
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childCount[p]--; // decrement remaining unprocessed children
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if (childCount[p] == 0)
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queue.Enqueue(p);
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}
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}
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// Any unreachable nodes -> assign next layers
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int maxLayer = layer.Count > 0 ? layer.Values.Max() : 0;
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foreach (DagNode node in nodes) {
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if (!layer.ContainsKey(node.id)) {
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maxLayer++;
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layer[node.id] = maxLayer;
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}
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}
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// Group nodes by layer (left to right)
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List<List<int>> layers = layer.GroupBy(kv => kv.Value).OrderBy(g => g.Key).Select(g => g.Select(x => x.Key).ToList()).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 vSpacing = 100f;
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// Place nodes: x increases with layer index, y spaced within layer
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for (int layerIx = 0; layerIx < layers.Count; layerIx++) {
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List<int> nodeList = layers[layerIx];
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float totalHeight = (nodeList.Count - 1) * vSpacing;
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for (int i = 0; i < nodeList.Count; i++) {
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int index = nodeList[i];
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DagNode node = GetNodeById(index);
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if (node == null)
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continue;
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float x = hSpacing + layerIx * hSpacing;
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float y = 400 - totalHeight / 2f + i * vSpacing;
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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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static Rect RectUnion(Rect a, Rect b) {
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float xMin = Mathf.Min(a.xMin, b.xMin);
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float xMax = Mathf.Max(a.xMax, b.xMax);
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float yMin = Mathf.Min(a.yMin, b.yMin);
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float yMax = Mathf.Max(a.yMax, b.yMax);
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return Rect.MinMaxRect(xMin, yMin, xMax, yMax);
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}
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Rect GetGraphBounds() {
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if (nodes == null || nodes.Count == 0) return new Rect(Vector2.zero, Vector2.one);
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Rect bounds = new(
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nodes[0].position - Vector2.one * nodes[0].radius,
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2f * nodes[0].radius * Vector2.one);
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foreach (var n in nodes)
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bounds = RectUnion(bounds,
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new Rect(n.position - Vector2.one * n.radius, 2f * n.radius * Vector2.one));
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return bounds;
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}
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}
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} |