NanoBrain-unitypackage/Editor/ClusterViewer.cs

878 lines
38 KiB
C#

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 Nucleus selectedOutput;
protected GameObject gameObject;
private List<NeuroidLayer> layers = new();
private readonly Dictionary<Nucleus, Vector2Int> neuroidPositions = new();
private bool expandArray = false;
protected ClusterPrefab prefabAsset;
protected VisualElement topMenuContainer;
protected ScrollView scrollView;
protected IMGUIContainer graphContainer;
protected readonly PopupField<string> outputsPopup;
public enum Mode {
Focus,
Full
}
public Mode mode = Mode.Focus;
public GraphView(ClusterPrefab prefab) {
this.prefab = prefab;
name = "content";
style.flexGrow = 1;
topMenuContainer = new() {
style = {
flexDirection = FlexDirection.Row,
alignItems = Align.Center,
}
};
EnumField modePopup = new(mode);
modePopup.style.width = 80;
modePopup.RegisterValueChangedCallback(OnModeChange);
topMenuContainer.Add(modePopup);
List<string> names = this.prefab.outputs.Select(output => output.name).ToList();
if (names.Count > 0 && names.First() != null) {
outputsPopup = new(names, names.First()) {
style = { flexGrow = 1 }
};
outputsPopup.RegisterValueChangedCallback(evt => OnOutputChanged(evt.newValue));
topMenuContainer.Add(outputsPopup);
}
scrollView = new(ScrollViewMode.Horizontal);
scrollView.style.position = Position.Absolute;
scrollView.style.left = 0; scrollView.style.top = 0;
scrollView.style.right = 0; scrollView.style.bottom = 0;
//scrollView.style.flexGrow = 1;
scrollView.horizontalScrollerVisibility = ScrollerVisibility.Auto; // Auto shows when needed
scrollView.verticalScrollerVisibility = ScrollerVisibility.Hidden;
graphContainer = new(OnIMGUI);
//graphContainer.style.position = Position.Relative; // or omit this line
//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;
//graphContainer.style.width = 1200;
//graphContainer.style.width = new StyleLength(StyleKeyword.Null); // allow content to determine width
scrollView.contentContainer.Add(graphContainer);
Add(scrollView);
Add(topMenuContainer);
// Subscribe when added to panel (editor UI ready)
RegisterCallback<AttachToPanelEvent>(evt => Subscribe());
RegisterCallback<DetachFromPanelEvent>(evt => Unsubscribe());
}
protected virtual void OnModeChange(ChangeEvent<System.Enum> evt) {
mode = (Mode)evt.newValue;
}
protected virtual void OnOutputChanged(string outputName) {
if (this.currentNucleus.parent != null)
// Get nucleus in the parent instance
this.selectedOutput = this.currentNucleus.parent.GetNucleus(outputName);
else
// Get nucleus in the prefab
this.selectedOutput = this.prefab.GetNucleus(outputName);
this.currentNucleus = this.selectedOutput;
}
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) {
this.gameObject = gameObject;
if (Application.isPlaying == false)
this.serializedBrain = new SerializedObject(this.prefab);
this.currentNucleus = nucleus;
Rebuild(); //inspectorContainer);
if (outputsPopup != null)
OnOutputChanged(outputsPopup.choices[0]);
}
void Rebuild() {
BuildLayers();
if (this.currentNucleus == null)
return;
string path = AssetDatabase.GetAssetPath(this.prefab); // or known path
this.prefabAsset = AssetDatabase.LoadAssetAtPath<ClusterPrefab>(path);
if (this.prefabAsset == null) {
// create in memory save if it doesn't exist
this.prefabAsset = CreateInstance<ClusterPrefab>();
//Debug.LogError("Cluster Prefab is not found on disk");
}
}
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);
// 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();
}
#region Graph
protected virtual void DrawGraph() {
if (mode == Mode.Focus)
DrawFocusGraph();
else
DrawFullGraph();
}
#region Full Graph
protected void DrawFullGraph() {
//Dag dag = GenerateGraph(this.prefab);
Dag dag = GenerateGraph(this.selectedOutput);
Dag.ComputeLayout(dag);
// Draw edges
foreach (Dag.Edge e in dag.edges) {
Dag.Node from = dag.nodes.FirstOrDefault(x => x.id == e.fromId);
Dag.Node to = dag.nodes.FirstOrDefault(x => x.id == e.toId);
if (from == null || to == null)
continue;
Vector2 fromPosition = from.position;
Vector2 toPosition = to.position;
DrawEdge(fromPosition, toPosition);
}
// Draw nodes
foreach (Dag.Node n in dag.nodes)
DrawNucleus(n.nucleus, n.position, 1, n.radius);
// Determine graph width
float width = 0;
float currentNucleusPosition = 0;
foreach (Dag.Node node in dag.nodes) {
if (node.position.x > width)
width = node.position.x;
if (node.nucleus == currentNucleus)
currentNucleusPosition = node.position.x;
}
// Resize the graph container to the full graph width
float margin = 50f;
graphContainer.style.width = width + 2 * margin;
// Scroll to the current nucleus
float viewportWidth = scrollView.layout.width;
// center currentNucleus in viewport
float desiredScrollX = currentNucleusPosition - viewportWidth * 0.5f;
// clamp between 0 and maximum scrollable range
float maxScrollX = Mathf.Max(0f, graphContainer.resolvedStyle.width - viewportWidth);
desiredScrollX = Mathf.Clamp(desiredScrollX, 0f, maxScrollX);
Vector2 current = scrollView.scrollOffset;
scrollView.scrollOffset = new Vector2(desiredScrollX, current.y);
}
public Dag GenerateGraph(Nucleus rootNucleus) {
Dag dag = new();
if (rootNucleus == null)
return dag;
int ix = 0;
Dag.Node receiver = new() {
id = ix,
//title = nucleus.name,
nucleus = rootNucleus
};
dag.nodes.Add(receiver);
ix++;
DescendGraph(receiver, ref ix, dag);
return dag;
}
private void DescendGraph(Dag.Node receiver, ref int ix, Dag dag) {
foreach (Synapse synapse in receiver.nucleus.synapses) {
Nucleus nucleus = synapse.neuron;
if (nucleus.parent != null && nucleus.parent != currentNucleus.parent) {
nucleus = nucleus.parent;
}
string nucleusName = nucleus.name;
Dag.Node synapseNode = dag.FindNode(nucleusName);
if (synapseNode == null) {
synapseNode = new() {
id = ix,
nucleus = nucleus
};
dag.nodes.Add(synapseNode);
}
Dag.Edge edge = new() {
fromId = synapseNode.id,
toId = receiver.id
};
dag.edges.Add(edge);
ix++;
DescendGraph(synapseNode, ref ix, dag);
}
}
#endregion Full Graph
#region Focus Graph
protected void DrawFocusGraph() {
float size = 20;
Vector3 position = new(150, 210, 0);
DrawReceivers(this.currentNucleus, position, size);
DrawSynapses(this.currentNucleus, position, size);
// Draw selected Nucleus
if (expandArray) {
float maxValue = 1;
if (this.currentNucleus is Cluster cluster) {
float spacing = 400f / cluster.siblingClusters.Length;
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 (Cluster sibling in cluster.siblingClusters) {
Vector3 pos = new(150, margin + row * spacing, 0.0f);
Handles.color = Color.white;
// The selected sibling highlight ring
Handles.DrawSolidDisc(pos, Vector3.forward, size + 2);
DrawNucleus(sibling, 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 clusterName = cluster.name;
int colonPos = clusterName.IndexOf(":");
if (colonPos > 0) {
string baseName = clusterName[..colonPos];
Handles.Label(labelPos, baseName, style);
}
else
Handles.Label(labelPos, clusterName, style);
}
else {
if (this.currentNucleus is Neuron neuron)
maxValue = neuron.outputMagnitude;
DrawNucleus(this.currentNucleus, position, maxValue, 20);
}
}
else {
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);
}
graphContainer.style.width = 300;
}
private void DrawReceivers(Nucleus nucleus, Vector3 parentPos, float size) {
List<Nucleus> 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<Nucleus[]> 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);
DrawEdge(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<Nucleus[]> drawnArrays = new();
Cluster[] drawnCluster = null;
foreach (Synapse synapse in nucleus.synapses) {
if (synapse.neuron == null)
continue;
if (synapse.neuron.parent is Cluster cluster &&
//cluster.siblingClusters != null &&
synapse.neuron.parent != nucleus.parent) {
//if (drawnArrays.Contains(cluster.siblingClusters))
if (drawnCluster is not null && cluster.SameSiblingsAs(drawnCluster))
continue;
//drawnArrays.Add(cluster.siblingClusters);
drawnCluster = cluster.siblingClusters;
}
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();
drawnCluster = null;
foreach (Synapse synapse in nucleus.synapses) {
if (synapse.neuron is null)
continue;
if (synapse.neuron.parent is Cluster cluster &&
//cluster.siblingClusters != null &&
synapse.neuron.parent != nucleus.parent) {
// if (drawnArrays.Contains(cluster.siblingClusters))
// continue;
// drawnArrays.Add(cluster.siblingClusters);
if (drawnCluster is not null && cluster.SameSiblingsAs(drawnCluster))
continue;
drawnCluster = cluster.siblingClusters;
}
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);
DrawNucleus(synapse.neuron, pos, size, color);
}
else {
DrawNucleus(synapse.neuron, pos, size, color);
}
row++;
}
}
#endregion Focus Graph
protected 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, size, color);
}
protected void DrawNucleus(Nucleus nucleus, Vector3 position, float size, Color color) {
if (nucleus == this.currentNucleus) {
// The selected nucleus highlight ring
Handles.color = Color.white;
Handles.DrawSolidDisc(position, Vector3.forward, size + 2);
}
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.parent is Cluster parentCluster && parentCluster != currentNucleus.parent) {
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
Handles.Label(labelPos1, "0", style);
}
else {
if (parentCluster.siblingClusters != null && parentCluster.siblingClusters.Length > 1) {
// draw the array size label
if (color.grayscale > 0.5f)
style.normal.textColor = Color.black;
else
style.normal.textColor = Color.white;
Handles.Label(labelPosition, parentCluster.siblingClusters.Length.ToString(), style);
style.normal.textColor = Color.white;
}
}
}
else if (nucleus is Cluster cluster) {
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
Handles.Label(labelPos1, "0", style);
}
else {
if (cluster.siblingClusters != null && cluster.siblingClusters.Length > 1) {
// 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.siblingClusters.Length.ToString(), style);
style.normal.textColor = Color.white;
}
}
}
if (expandArray == false || nucleus != currentNucleus) {
// put name below nucleus
Vector3 labelPos = position - Vector3.down * (size + 5); // below neuron
style.alignment = TextAnchor.UpperCenter;
if (nucleus.parent != currentNucleus.parent && nucleus.parent is Cluster parentCluster1) {
// This neuron is part of another cluster
parentCluster1.name ??= "";
string baseName = "";
int colonPos = parentCluster1.name.IndexOf(":");
if (colonPos > 0 && colonPos < parentCluster1.name.Length - 2)
baseName = parentCluster1.name[..colonPos] + ".";
else
baseName = parentCluster1.name + ".";
// if (colonPos > 0 && colonPos < parentCluster1.name.Length - 2) {
// // if it is an array, we should not show the :0 of the first element
// //baseName = baseName[..colonPos];
// Handles.Label(labelPos, baseName + nucleus.name, style);
// }
// else
Handles.Label(labelPos, baseName + nucleus.name, style);
}
else {
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.parent != currentNucleus.parent || 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();
if (nucleus is Cluster parentCluster2)
HandleClicked(parentCluster2);
else
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 Cluster) //is Receptor) // || nucleus is ClusterReceptor)
expandArray = !expandArray;
else
expandArray = false;
}
else if (nucleus.parent != this.currentNucleus.parent) {
// We go to a different cluster
// select the cluster, not the neuron in the cluster
this.currentNucleus = nucleus.parent;
expandArray = false;
BuildLayers();
}
else {
this.currentNucleus = nucleus;
expandArray = false;
BuildLayers();
}
}
protected void DrawEdge(Vector2 from, Vector2 to) {
Handles.color = Color.white;
Handles.DrawLine(from, to);
}
#endregion Graph
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<Nucleus> neuroids = new();
}
public class Dag {
public class Node {
public int id;
public Vector2 position;
public float radius = 20f; // circle radius
public Nucleus nucleus;
}
public class Edge {
public int fromId;
public int toId;
}
public List<Node> nodes = new();
public List<Edge> edges = new();
public Node FindNode(string name, bool justBaseName = true) {
if (justBaseName) {
int colonPos = name.IndexOf(":");
if (colonPos > 0)
name = name[..colonPos];
}
foreach (Node node in this.nodes) {
string nodeName = node.nucleus.name;
if (justBaseName) {
int colonPos = nodeName.IndexOf(":");
if (colonPos > 0)
nodeName = nodeName[..colonPos];
}
if (nodeName == name)
return node;
}
return null;
}
public static Node GetNodeById(Dag dag, int id) => dag.nodes.FirstOrDefault(x => x.id == id);
public static void ComputeLayout(Dag dag) {
Dictionary<int, List<int>> adjacency = dag.nodes.ToDictionary(n => n.id, n => new List<int>());
Dictionary<int, int> outdegree = dag.nodes.ToDictionary(node => node.id, n => 0);
foreach (Edge edge in dag.edges) {
if (!adjacency.ContainsKey(edge.fromId) || !adjacency.ContainsKey(edge.toId))
continue;
adjacency[edge.fromId].Add(edge.toId);
outdegree[edge.fromId]++;
}
// Kahn's algorithm to compute topological layers (horizontal layers)
// build parent list (reverse adjacency) and parentIndegree = number of children each parent has
Dictionary<int, List<int>> parents = dag.nodes.ToDictionary(n => n.id, _ => new List<int>());
Dictionary<int, int> childCount = dag.nodes.ToDictionary(n => n.id, _ => 0);
foreach (Edge edge in dag.edges) {
if (!adjacency.ContainsKey(edge.fromId) || !adjacency.ContainsKey(edge.toId)) continue;
adjacency[edge.fromId].Add(edge.toId);
parents[edge.toId].Add(edge.fromId); // parent of 'to' is 'from'
childCount[edge.fromId]++; // outdegree
}
Dictionary<int, int> layer = new();
Queue<int> queue = new(outdegree.Where(kv => kv.Value == 0).Select(kv => kv.Key));
foreach (int id in queue)
layer[id] = 0;
// process parents (reverse traversal)
while (queue.Count > 0) {
int u = queue.Dequeue();
int l = layer[u];
foreach (int p in parents[u]) {
if (!layer.ContainsKey(p) || layer[p] < l + 1)
layer[p] = l + 1;
childCount[p]--; // decrement remaining unprocessed children
if (childCount[p] == 0)
queue.Enqueue(p);
}
}
// Any unreachable nodes -> assign next layers
int maxLayer = layer.Count > 0 ? layer.Values.Max() : 0;
foreach (Node node in dag.nodes) {
if (!layer.ContainsKey(node.id)) {
maxLayer++;
layer[node.id] = maxLayer;
}
}
// Group nodes by layer (left to right)
List<List<int>> layers =
layer.
GroupBy(kv => kv.Value).
OrderBy(g => g.Key).
Select(g => g.Select(x => x.Key).ToList()).
ToList();
// Same code without using Linq
// Build layers dictionary: layerIndex -> List<int> nodeIds
// Dictionary<int, List<int>> layersDict = new();
// foreach (KeyValuePair<int, int> kv in layer) {
// int nodeId = kv.Key;
// int layerIndex = kv.Value;
// if (!layersDict.TryGetValue(layerIndex, out List<int> list)) {
// list = new List<int>();
// layersDict[layerIndex] = list;
// }
// list.Add(nodeId);
// }
// // Determine sorted layer indices
// List<int> layerIndices = new(layersDict.Keys);
// layerIndices.Sort(); // ascending order
// // Build final List<List<int>> in sorted order
// List<List<int>> layers = new();
// foreach (int idx in layerIndices) {
// layers.Add(layersDict[idx]);
// }
float hSpacing = 100f;
float totalHeight = 400f;
// Place nodes: x increases with layer index, y spaced within layer
for (int layerIx = 0; layerIx < layers.Count; layerIx++) {
List<int> nodeList = layers[layerIx];
float spacing = totalHeight / nodeList.Count;
float margin = 10 + spacing / 2;
for (int i = 0; i < nodeList.Count; i++) {
int index = nodeList[i];
Node node = GetNodeById(dag, index);
if (node == null)
continue;
float x = hSpacing + layerIx * hSpacing;
//float y = 400 - totalHeight / 2f + i * vSpacing;
float y = margin + i * spacing;
// Debug.Log($"({li}, {i}) -> {x}, {y}");
node.position = new Vector2(x, y);
}
}
//Repaint();
}
}
}