645 lines
26 KiB
C#

/*
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
[CustomEditor(typeof(NanoBrain))]
public class NanoBrainInspector : Editor {
protected static VisualElement mainContainer;
protected static VisualElement inspectorContainer;
protected bool breakOnWake = false;
#region Start
public override VisualElement CreateInspectorGUI() {
NanoBrain brain = target as NanoBrain;
serializedObject.Update();
VisualElement root = new();
//root.style.flexDirection = FlexDirection.Row; // side-by-side layout
//root.style.flexGrow = 1;
//root.style.minHeight = 600;
root.style.paddingLeft = 0;
root.style.paddingRight = 0;
root.style.paddingTop = 0;
root.style.paddingBottom = 0;
root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
mainContainer = new() {
// name = "main",
style = {
// flexDirection = FlexDirection.Row,
// flexGrow = 1,
height = 450,
}
};
GraphView graph = new();
graph.style.flexGrow = 1;
inspectorContainer = new VisualElement {
// name = "inspector"
};
mainContainer.Add(graph);
mainContainer.Add(inspectorContainer);
root.Add(mainContainer);
// Run once for initial state (use resolved style width if available)
float initialWidth = root.layout.width > 0 ? root.layout.width : root.contentRect.width;
UpdateLayout(initialWidth);
// React to size changes of root (or parent if appropriate)
root.RegisterCallback<GeometryChangedEvent>(evt => {
UpdateLayout(evt.newRect.width);
});
if (brain != null)
graph.SetGraph(null, brain, brain.output, inspectorContainer);
else
Debug.LogWarning(" No brain!");
serializedObject.ApplyModifiedProperties();
return root;
}
public class GraphView : VisualElement {
NanoBrain brain;
SerializedObject serializedBrain;
INucleus currentNucleus;
GameObject gameObject;
private List<NeuroidLayer> layers = new();
private readonly Dictionary<IReceptor, Vector2Int> neuroidPositions = new();
Vector2 pan = Vector2.zero;
//float zoom = 1f;
bool draggingCanvas = false;
Vector2 lastMouse;
GraphNodeWrapper currentWrapper;
public GraphView() {
name = "content";
style.flexGrow = 1;
IMGUIContainer imguiContainer = new(OnIMGUI);
imguiContainer.style.position = Position.Absolute;
imguiContainer.style.left = 0; imguiContainer.style.top = 0;
imguiContainer.style.right = 0; imguiContainer.style.bottom = 0;
imguiContainer.pickingMode = PickingMode.Position;
imguiContainer.focusable = true;
Add(imguiContainer);
//RegisterCallback<WheelEvent>(OnWheel);
RegisterCallback<MouseDownEvent>(OnMouseDown);
RegisterCallback<MouseMoveEvent>(OnMouseMove);
RegisterCallback<MouseUpEvent>(OnMouseUp);
}
public void SetGraph(GameObject gameObject, NanoBrain brain, Nucleus nucleus, VisualElement inspectorContainer) {
this.gameObject = gameObject;
this.brain = brain;
if (Application.isPlaying == false)
this.serializedBrain = new SerializedObject(brain);
this.currentNucleus = nucleus;
Rebuild(inspectorContainer);
}
void Rebuild(VisualElement inspectorContainer) {
BuildLayers();
if (this.currentNucleus == null) {
inspectorContainer.Clear();
return;
}
if (currentWrapper != null)
DestroyImmediate(currentWrapper);
currentWrapper = CreateInstance<GraphNodeWrapper>().Init(this.currentNucleus, brain);
DrawInspector(inspectorContainer);
}
private void BuildLayers() {
// A temporary list to track what's been added to layers
this.layers = new();
int layerIx = 0;
INucleus selectedNucleus = this.currentNucleus;
if (selectedNucleus == null)
return;
NeuroidLayer currentLayer = new() { ix = layerIx };
if (selectedNucleus.receivers != null) {
foreach (INucleus receiver in selectedNucleus.receivers) {
INucleus 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) {
IReceptor input = synapse.nucleus;
AddToLayer(currentLayer, input);
// Debug.Log($"layer {layerIx} nucleus {input.name}");
}
}
if (currentLayer.neuroids.Count > 0) {
this.layers.Add(currentLayer);
}
}
private void AddToLayer(NeuroidLayer layer, IReceptor 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;
}
void OnMouseDown(MouseDownEvent e) {
if (e.button == 2) { draggingCanvas = true; lastMouse = e.mousePosition; e.StopPropagation(); }
}
void OnMouseMove(MouseMoveEvent e) {
if (draggingCanvas) {
var delta = e.mousePosition - lastMouse;
pan += delta;
//content.style.left = pan.x;
//content.style.top = pan.y;
lastMouse = e.mousePosition;
}
}
void OnMouseUp(MouseUpEvent e) { if (e.button == 2) draggingCanvas = false; }
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
Handles.color = Color.white;
Handles.DrawSolidDisc(position, Vector3.forward, size + 2);
DrawNucleus(this.currentNucleus, position, this.currentNucleus.outputValue.magnitude, 20);
}
private void DrawReceivers(INucleus nucleus, Vector3 parentPos, float size) {
int nodeCount = nucleus.receivers.Count;
// Determine the maximum value in this layer
// This is used to 'scale' the output value colors of the nuclei
float maxValue = 0;
foreach (INucleus receiver in nucleus.receivers) {
if (receiver is Neuroid neuroid) {
float value = neuroid.outputValue.magnitude;
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;
foreach (INucleus receiver in nucleus.receivers) {
INucleus 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(INucleus 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;
foreach (Synapse receiver in nucleus.synapses) {
if (receiver.nucleus is Neuroid neuroid) {
float value = neuroid.outputValue.magnitude;
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<PercepteiArray> drawnArrays = new();
foreach (Synapse synapse in nucleus.synapses) {
Vector3 pos = new(250, margin + row * spacing, 0.0f);
Handles.color = Color.white;
Handles.DrawLine(parentPos, pos);
// if (synapse.nucleus is Perceptoid perceptoid && perceptoid.array != null) {
// // if (drawnArrays.Contains(perceptoid.array))
// // // We already drawn this array
// // continue;
// drawnArrays.Add(perceptoid.array);
// DrawArray(perceptoid.array, pos, size);
// }
// else {
DrawNucleus(synapse.nucleus, pos, maxValue, size);
row++;
// }
}
}
private void DrawNucleus(IReceptor nucleus, Vector3 position, float maxValue, float size) {
if (nucleus.isSleeping)
Handles.color = Color.darkRed;
else {
if (Application.isPlaying) {
float brightness = nucleus.outputValue.magnitude / maxValue;
Handles.color = new Color(brightness, brightness, brightness, 1f);
}
else
Handles.color = Color.black;
}
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 Perceptoid perceptoid) {
if (perceptoid.array == null || perceptoid.array.perceptei == null || perceptoid.array.perceptei.Length == 0)
perceptoid.array = new PercepteiArray(perceptoid);
if (perceptoid.array.perceptei.Length > 1) {
Handles.Label(labelPosition, perceptoid.array.perceptei.Length.ToString(), style);
}
}
style.alignment = TextAnchor.UpperCenter;
Vector3 labelPos = position - Vector3.down * (size + 0.2f); // below disc along up axis
Handles.Label(labelPos, nucleus.name, style);
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 DrawArray(PercepteiArray array, Vector3 position, float size) {
Vector3 offset = new(size / 4, size / 4, 0);
Handles.color = Color.black;
Handles.DrawSolidDisc(position, Vector3.forward, size);
GUIStyle style = new(EditorStyles.label) {
alignment = TextAnchor.UpperCenter,
normal = { textColor = Color.white },
fontStyle = FontStyle.Bold
};
Handles.Label(position, array.perceptei.Length.ToString(), style);
Vector3 labelPos = position - Vector3.down * (size + 0.2f); // below disc along up axis
Handles.Label(labelPos, array.name, style);
// To do: add HandleClick (see above) to expand the array
}
private void HandleMouseHover(IReceptor nucleus, Rect rect) {
GUIContent tooltip;
if (nucleus is Perceptoid perceptoid) {
if (perceptoid.receptor != null) {
tooltip = new(
$"{perceptoid.name}" +
// $"\nType {perceptoid.receptor.thingType}" +
$" Thing {perceptoid.thingId}" +
$"\nValue: {nucleus.outputValue}");
}
else {
tooltip = new(
$"{perceptoid.name}" +
$"\nThing {perceptoid.thingId}" +
$"\nValue: {nucleus.outputValue}");
}
}
else if (nucleus is INucleus n) {
tooltip = new(
$"{nucleus.name}" +
$"\nsynapse count {n.synapses.Count}" +
$"\nValue: {nucleus.outputValue}");
}
else {
tooltip = new(
$"{nucleus.name}" +
$"\nValue: {nucleus.outputValue}");
}
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(IReceptor nucleus) {
if (nucleus is INucleus n) {
this.currentNucleus = n;
BuildLayers();
}
}
void DrawInspector(VisualElement inspectorContainer) {
if (inspectorContainer == null)
return;
inspectorContainer.Clear();
if (this.currentNucleus == null)
return;
// create a SerializedObject wrapper so Unity inspector controls work (and Undo)
SerializedObject so = new(currentWrapper);
IMGUIContainer container = new(() => {
if (so.targetObject == null)
return;
so.Update();
if (this.currentNucleus == null)
return;
this.currentNucleus.name = EditorGUILayout.TextField(this.currentNucleus.name);
if (this.currentNucleus is Perceptoid perceptoid) {
// perceptoid.receptor.thingType = EditorGUILayout.IntField("Thing Type", perceptoid.receptor.thingType);
if (perceptoid.array == null || perceptoid.array.perceptei == null || perceptoid.array.perceptei.Length == 0)
perceptoid.array = new PercepteiArray(perceptoid);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.IntField("Array size", perceptoid.array.perceptei.Length);
if (GUILayout.Button("Add"))
perceptoid.array.AddPerceptoid();
if (GUILayout.Button("Del"))
perceptoid.array.RemovePerceptoid();
EditorGUILayout.EndHorizontal();
}
else if (this.currentNucleus is Neuroid neuroid) {
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Activation Curve", GUILayout.Width(150));
if (neuroid.curveMax > 0)
EditorGUILayout.CurveField(neuroid.curve, Color.cyan, new Rect(0, 0, 1, neuroid.curveMax));
else
EditorGUILayout.CurveField(neuroid.curve, Color.cyan, new Rect(0, neuroid.curveMax, 1, -neuroid.curveMax));
neuroid.curvePreset = (Neuroid.CurvePresets)EditorGUILayout.EnumPopup(neuroid.curvePreset, GUILayout.Width(100));
EditorGUILayout.EndHorizontal();
}
if (Application.isPlaying)
EditorGUILayout.FloatField("Output", this.currentNucleus.outputValue.magnitude);
else
EditorGUILayout.LabelField(" ");
if (this.currentNucleus.synapses.Count > 0) {
Synapse[] synapses = this.currentNucleus.synapses.ToArray();
foreach (Synapse synapse in synapses) {
if (synapse.nucleus != null) {
EditorGUILayout.Space();
EditorGUI.BeginDisabledGroup(synapse.nucleus.isSleeping);
if (Application.isPlaying)
EditorGUILayout.FloatField(synapse.nucleus.name, synapse.nucleus.outputValue.magnitude * synapse.weight);
else {
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(synapse.nucleus.name);
// if (synapse.nucleus is Perceptoid perceptoid) {
// if (perceptoid.array == null || perceptoid.array.perceptei == null || perceptoid.array.perceptei.Length == 0) {
// perceptoid.array = new PercepteiArray(perceptoid);
// }
// EditorGUILayout.IntField(perceptoid.array.perceptei.Length);
// if (GUILayout.Button("Add"))
// perceptoid.array.AddPerceptoid();
// }
if (GUILayout.Button("Disconnect"))
synapse.nucleus.RemoveReceiver(this.currentNucleus);
EditorGUILayout.EndHorizontal();
}
EditorGUI.indentLevel++;
synapse.weight = EditorGUILayout.FloatField("Weight", synapse.weight);
EditorGUI.indentLevel--;
EditorGUI.EndDisabledGroup();
}
}
}
EditorGUILayout.Space();
ConnectNucleus(this.currentNucleus);
if (GUILayout.Button("Add Input Neuron"))
AddInputNeuron(this.currentNucleus);
if (GUILayout.Button("Add Input Perceptoid"))
AddPerceptoid(this.currentNucleus);
if (GUILayout.Button("Add Input Cluster"))
AddCluster(this.currentNucleus);
EditorGUILayout.Space();
if (GUILayout.Button("Delete this neuron"))
DeleteNeuron(this.currentNucleus);
//DisconnectNucleus(this.currentNucleus);
if (this.gameObject != null) {
Vector3 worldVector = this.gameObject.transform.TransformVector(this.currentNucleus.outputValue);
Debug.DrawRay(this.gameObject.transform.position, worldVector, Color.yellow);
}
});
inspectorContainer.Add(container);
}
protected virtual void AddInputNeuron(INucleus nucleus) {
Neuroid newNeuroid = new(this.brain.cluster, "New neuron");
newNeuroid.AddReceiver(nucleus);
this.currentNucleus = newNeuroid;
BuildLayers();
}
protected virtual void DeleteNeuron(INucleus nucleus) {
if (nucleus == null)
return;
if (nucleus.cluster != null)
this.currentNucleus = nucleus.cluster.output;
foreach (INucleus receiver in nucleus.receivers) {
if (receiver != null) {
this.currentNucleus = receiver;
break;
}
}
Nucleus.Delete(nucleus);
BuildLayers();
}
protected virtual void AddPerceptoid(INucleus nucleus) {
Perceptoid newPerceptoid = new(this.brain, 0, "New Perceptoid");
newPerceptoid.AddReceiver(nucleus);
this.currentNucleus = newPerceptoid;
BuildLayers();
}
protected virtual void AddCluster(INucleus nucleus) {
BrainPickerWindow.ShowPicker(brain => OnClusterPicked(nucleus, brain), "Select Cluster");
}
private void OnClusterPicked(INucleus nucleus, NanoBrain brain) {
NanoBrain brainInstance = Instantiate(brain);
brainInstance.AddReceiver(nucleus);
}
protected virtual void ConnectNucleus(INucleus nucleus) {
if (this.currentNucleus.cluster == null)
return;
IEnumerable<string> synapseNuclei = this.currentNucleus.synapses.Select(synapse => synapse.nucleus.name);
//IEnumerable<string> perceptei = this.currentNucleus.brain.perceptei.Select(i => i.name).Except(synapseNuclei);
IEnumerable<string> nuclei = this.currentNucleus.cluster.nuclei.Select(i => i.name).Except(synapseNuclei);
//string[] names = perceptei.Concat(nuclei).ToArray();
string[] names = nuclei.ToArray();
int selectedIndex = -1;
selectedIndex = EditorGUILayout.Popup("Connect to", selectedIndex, names);
if (selectedIndex >= 0) {
// if (selectedIndex < perceptei.Count()) {
// Nucleus n = this.currentNucleus.brain.perceptei[selectedIndex];
// n.AddReceiver(this.currentNucleus);
// }
// else {
// Nucleus n = this.currentNucleus.brain.nuclei[selectedIndex - perceptei.Count()];
// n.AddReceiver(this.currentNucleus);
// }
INucleus n = this.currentNucleus.cluster.nuclei[selectedIndex];
n.AddReceiver(this.currentNucleus);
}
}
protected virtual void DisconnectNucleus(Nucleus nucleus) {
if (this.currentNucleus.cluster == null)
return;
string[] names = this.currentNucleus.synapses.Select(synapse => synapse.nucleus.name).ToArray();
int selectedIndex = -1;
selectedIndex = EditorGUILayout.Popup("Disconnect from", selectedIndex, names);
//if (selectedIndex >= 0 && selectedIndex < this.currentNucleus.brain.perceptei.Count) {
if (selectedIndex >= 0 && selectedIndex < this.currentNucleus.cluster.nuclei.Count) {
Synapse synapse = this.currentNucleus.synapses[selectedIndex];
synapse.nucleus.RemoveReceiver(this.currentNucleus);
}
}
}
#endregion Start
#region Update
private void UpdateLayout(float containerWidth) {
if (containerWidth > 600f) {
mainContainer.style.flexDirection = FlexDirection.Row;
inspectorContainer.style.width = 300; // fixed sidebar width
inspectorContainer.style.flexGrow = 0;
}
else {
mainContainer.style.flexDirection = FlexDirection.Column;
inspectorContainer.style.width = Length.Percent(100); // full width below
inspectorContainer.style.flexDirection = FlexDirection.Column;
inspectorContainer.style.flexGrow = 1; // can set 0 or keep as needed
}
}
#endregion Update
}
/*
public class NeuroidLayer {
public int ix = 0;
public List<INucleus> neuroids = new();
}
*/
/*
public class GraphNodeWrapper : ScriptableObject {
// expose fields that map to GraphNode
//public string title;
public Vector2 position;
INucleus node;
NanoBrain graph; // needed to write back and mark dirty
public GraphNodeWrapper Init(INucleus node, NanoBrain graphAsset) {
this.node = node;
this.graph = graphAsset;
//this.title = " A " + node.name;
//position = node.position;
return this;
}
void OnValidate() {
if (node != null) {
//node.name = title;
//node.position = position;
#if UNITY_EDITOR
if (graph != null)
UnityEditor.EditorUtility.SetDirty(graph);
#endif
}
}
}
*/