1024 lines
45 KiB
C#
1024 lines
45 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace NanoBrain {
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public class ClusterViewer : Editor {
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public static ClusterPrefab previousPrefab;
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public class GraphView : VisualElement {
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//protected readonly ClusterPrefab prefab;
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protected Cluster currentCluster;
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protected SerializedObject serializedBrain;
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protected Nucleus _currentNucleus;
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protected virtual Nucleus currentNucleus {
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get => _currentNucleus;
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set => _currentNucleus = value;
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}
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//protected Nucleus currentNucleus;
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protected Nucleus selectedOutput;
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// Only used when selecting a synapse to a multi-cluster
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protected Nucleus selectedSynapseNeuron;
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protected GameObject gameObject;
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private bool expandArray = false;
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protected ClusterPrefab prefabAsset;
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protected VisualElement topMenuContainer;
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protected ScrollView scrollView;
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protected IMGUIContainer graphContainer;
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//protected readonly PopupField<string> outputsPopup;
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public enum Mode {
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Focus,
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Full
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}
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public Mode mode = Mode.Focus;
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public GraphView(Cluster cluster) {
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this.currentCluster = cluster;
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name = "content";
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style.flexGrow = 1;
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topMenuContainer = new() {
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style = {
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flexDirection = FlexDirection.Row,
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alignItems = Align.Center,
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}
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};
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EnumField modePopup = new(mode);
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modePopup.style.width = 80;
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modePopup.RegisterValueChangedCallback(OnModeChange);
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topMenuContainer.Add(modePopup);
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scrollView = new(ScrollViewMode.Horizontal);
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scrollView.style.position = Position.Absolute;
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scrollView.style.left = 0; scrollView.style.top = 0;
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scrollView.style.right = 0; scrollView.style.bottom = 0;
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//scrollView.style.flexGrow = 1;
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scrollView.horizontalScrollerVisibility = ScrollerVisibility.Auto; // Auto shows when needed
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scrollView.verticalScrollerVisibility = ScrollerVisibility.Hidden;
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graphContainer = new(OnIMGUI);
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//graphContainer.style.position = Position.Relative; // or omit this line
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//graphContainer.style.position = Position.Absolute;
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// graphContainer.style.left = 0; graphContainer.style.top = 0;
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// graphContainer.style.right = 0; graphContainer.style.bottom = 0;
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graphContainer.pickingMode = PickingMode.Position;
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graphContainer.focusable = true;
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//graphContainer.style.width = 1200;
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//graphContainer.style.width = new StyleLength(StyleKeyword.Null); // allow content to determine width
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scrollView.contentContainer.Add(graphContainer);
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Add(scrollView);
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Add(topMenuContainer);
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// Subscribe when added to panel (editor UI ready)
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RegisterCallback<AttachToPanelEvent>(evt => Subscribe());
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RegisterCallback<DetachFromPanelEvent>(evt => Unsubscribe());
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}
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protected virtual void OnModeChange(ChangeEvent<System.Enum> changeEvent) {
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this.mode = (Mode)changeEvent.newValue;
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}
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bool subscribed = false;
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void Subscribe() {
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if (subscribed) return;
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SceneView.duringSceneGui += OnSceneGUI;
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subscribed = true;
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SceneView.RepaintAll();
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}
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void Unsubscribe() {
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if (!subscribed) return;
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SceneView.duringSceneGui -= OnSceneGUI;
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subscribed = false;
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}
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public void SetGraph(GameObject gameObject) {
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this.gameObject = gameObject;
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if (this.currentCluster == null)
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return;
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if (Application.isPlaying == false)
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this.serializedBrain = new SerializedObject(this.currentCluster.prefab);
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this.selectedOutput = this.currentCluster.outputs[0];
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this.currentNucleus = this.selectedOutput;
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Rebuild();
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}
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void Rebuild() {
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if (this.currentNucleus == null)
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return;
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string path = AssetDatabase.GetAssetPath(this.currentCluster.prefab); // or known path
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this.prefabAsset = AssetDatabase.LoadAssetAtPath<ClusterPrefab>(path);
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if (this.prefabAsset == null) {
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// create in memory save if it doesn't exist
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this.prefabAsset = CreateInstance<ClusterPrefab>();
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//Debug.LogError("Cluster Prefab is not found on disk");
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}
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}
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public void OnIMGUI() {
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if (Application.isPlaying == false && serializedBrain != null)
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serializedBrain.Update();
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Handles.BeginGUI();
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DrawGraph();
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Handles.EndGUI();
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}
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#region Graph
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protected virtual void DrawGraph() {
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if (mode == Mode.Focus)
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DrawFocusGraph();
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else
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DrawFullGraph();
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}
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#region Full Graph
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protected void DrawFullGraph() {
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//Dag dag = GenerateGraph(this.prefab);
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Dag dag = GenerateGraph(this.selectedOutput);
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Dag.ComputeLayout(dag);
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// Draw edges
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foreach (Dag.Edge e in dag.edges) {
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Dag.Node from = dag.nodes.FirstOrDefault(x => x.id == e.fromId);
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Dag.Node to = dag.nodes.FirstOrDefault(x => x.id == e.toId);
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if (from == null || to == null)
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continue;
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Vector2 fromPosition = from.position;
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Vector2 toPosition = to.position;
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DrawEdge(fromPosition, toPosition);
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}
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// Draw nodes
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foreach (Dag.Node n in dag.nodes)
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DrawNucleus(n.nucleus, n.position, 1, n.radius);
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// Determine graph width
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float width = 0;
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float currentNucleusPosition = 0;
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foreach (Dag.Node node in dag.nodes) {
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if (node.position.x > width)
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width = node.position.x;
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if (node.nucleus == currentNucleus)
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currentNucleusPosition = node.position.x;
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}
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// Resize the graph container to the full graph width
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float margin = 50f;
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graphContainer.style.width = width + 2 * margin;
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// Scroll to the current nucleus
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float viewportWidth = scrollView.layout.width;
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// center currentNucleus in viewport
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float desiredScrollX = currentNucleusPosition - viewportWidth * 0.5f;
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// clamp between 0 and maximum scrollable range
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float maxScrollX = Mathf.Max(0f, graphContainer.resolvedStyle.width - viewportWidth);
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desiredScrollX = Mathf.Clamp(desiredScrollX, 0f, maxScrollX);
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Vector2 current = scrollView.scrollOffset;
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scrollView.scrollOffset = new Vector2(desiredScrollX, current.y);
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}
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public Dag GenerateGraph(Nucleus rootNucleus) {
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Dag dag = new();
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if (rootNucleus == null)
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return dag;
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int ix = 0;
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Dag.Node receiver = new() {
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id = ix,
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//title = nucleus.name,
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nucleus = rootNucleus
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};
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dag.nodes.Add(receiver);
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ix++;
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DescendGraph(receiver, ref ix, dag);
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return dag;
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}
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private void DescendGraph(Dag.Node receiver, ref int ix, Dag dag) {
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foreach (Synapse synapse in receiver.nucleus.synapses) {
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Nucleus nucleus = synapse.neuron;
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if (nucleus.parent != null && nucleus.parent != currentNucleus.parent) {
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nucleus = nucleus.parent;
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}
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string nucleusName = nucleus.name;
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Dag.Node synapseNode = dag.FindNode(nucleusName);
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if (synapseNode == null) {
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synapseNode = new() {
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id = ix,
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nucleus = nucleus
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};
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dag.nodes.Add(synapseNode);
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}
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Dag.Edge edge = new() {
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fromId = synapseNode.id,
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toId = receiver.id
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};
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dag.edges.Add(edge);
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ix++;
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DescendGraph(synapseNode, ref ix, dag);
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}
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}
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#endregion Full Graph
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#region Focus Graph
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protected void DrawFocusGraph() {
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float size = 20;
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Vector3 position = new(150, 210, 0);
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if (this.currentNucleus != null) {
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DrawReceivers(this.currentNucleus, position, size);
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DrawSynapses(this.currentNucleus, position, size);
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// Draw selected Nucleus
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if (expandArray) {
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float maxValue = 1;
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if (this.currentNucleus is Cluster cluster) {
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float spacing = 400f / cluster.instanceCount;
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float margin = 10 + spacing / 2;
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float xMin = 150 - size;
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float xMax = 150 + size;
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float yMin = 10 + margin - size / 2;
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float yMax = 400 - margin + size;
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Vector3[] verts = new Vector3[4] {
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new(xMin, yMin, 0),
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new(xMax, yMin, 0),
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new(xMax, yMax, 0),
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new(xMin, yMax, 0)
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};
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Handles.color = Color.black;
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Handles.DrawAAConvexPolygon(verts);
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int row = 0;
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if (cluster.siblingClusters == null) {
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Vector3 pos = new(150, margin + row * spacing, 0.0f);
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Handles.color = Color.white;
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// The selected sibling highlight ring
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Handles.DrawSolidDisc(pos, Vector3.forward, size + 2);
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DrawNucleus(cluster, pos, maxValue, size);
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row++;
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}
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else {
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foreach (Cluster sibling in cluster.siblingClusters) {
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Vector3 pos = new(150, margin + row * spacing, 0.0f);
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Handles.color = Color.white;
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// The selected sibling highlight ring
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Handles.DrawSolidDisc(pos, Vector3.forward, size + 2);
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DrawNucleus(sibling, pos, maxValue, size);
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row++;
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}
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}
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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 = new(150, yMax + size + 5, 0);
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string clusterName = cluster.name;
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int colonPos = clusterName.IndexOf(":");
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if (colonPos > 0) {
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string baseName = clusterName[..colonPos];
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Handles.Label(labelPos, baseName, style);
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}
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else
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Handles.Label(labelPos, clusterName, style);
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}
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else {
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if (this.currentNucleus is Neuron neuron)
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maxValue = neuron.outputMagnitude;
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DrawNucleus(this.currentNucleus, position, maxValue, 20);
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}
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}
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else {
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float maxValue = 1;
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if (this.currentNucleus is Neuron neuron)
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maxValue = neuron.outputMagnitude;
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else if (this.currentNucleus is Cluster cluster)
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maxValue = cluster.defaultOutput.outputMagnitude;
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DrawNucleus(this.currentNucleus, position, maxValue, 20);
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}
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}
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else {
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DrawAllOutputs(position, size);
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DrawOutputs(position, size);
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}
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graphContainer.style.width = 300;
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}
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protected void DrawReceivers(Nucleus nucleus, Vector3 parentPos, float size) {
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List<Nucleus> receivers;
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if (nucleus is Neuron neuron)
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receivers = neuron.receivers;
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else if (nucleus is Cluster cluster)
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receivers = cluster.CollectReceivers(true);
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else
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return;
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// For top-level nodes, add link to previous editor and/or 'Outputs'
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int nodeCount = receivers.Count();
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if (nucleus == this.selectedOutput) {
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// Add link to 'Outpus'
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nodeCount++;
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if (ClusterViewer.previousPrefab != null)
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// Add link to previous editor
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nodeCount++;
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}
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// Determine the maximum value in this layer
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// This is used to 'scale' the output value colors of the nuclei
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float maxValue = 0;
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foreach (Nucleus receiver in receivers) {
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if (receiver is Neuron neuroid) {
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float value = neuroid.outputMagnitude;
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if (value > maxValue)
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maxValue = value;
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}
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}
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// Determine the spacing of the nuclei in the layer
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float spacing = 400f / nodeCount;
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float margin = 10 + spacing / 2;
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int row = 0;
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foreach (Nucleus receiver in receivers) {
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Nucleus receiverNucleus = receiver;
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if (receiverNucleus == null)
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continue;
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Vector3 pos = new(50, margin + row * spacing, 0.0f);
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DrawEdge(parentPos, pos);
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DrawNucleus(receiverNucleus, pos, maxValue, size);
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row++;
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}
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if (nucleus == this.selectedOutput) {
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Vector3 pos = new(50, margin + row * spacing, 0);
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if (ClusterViewer.previousPrefab != null) {
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DrawEdge(parentPos, pos);
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DrawClusterPrefab(ClusterViewer.previousPrefab, pos, size);
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row++;
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}
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pos = new(50, margin + row * spacing, 0);
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DrawEdge(parentPos, pos);
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DrawAllOutputs(pos, size);
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}
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}
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protected void DrawSynapses(Nucleus nucleus, Vector3 parentPos, float size) {
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if (this.selectedSynapseNeuron != null) {
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DrawClusterSynapses(this.selectedSynapseNeuron, parentPos, size);
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return;
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}
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if (nucleus == null)
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return;
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// Determine the maximum value in this layer
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// This is used to 'scale' the output value colors of the nuclei
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float maxValue = 0;
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int neuronCount = 0;
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List<string> drawnNeuronNames = new();
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foreach (Synapse synapse in nucleus.synapses) {
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if (synapse.neuron == null)
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continue;
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// Count multiple synapses to the same neuron only once
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string neuronName = synapse.neuron.name;
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if (synapse.neuron.parent != null)
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neuronName = synapse.neuron.parent.baseName + "." + neuronName;
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if (drawnNeuronNames.Contains(neuronName))
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continue;
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drawnNeuronNames.Add(neuronName);
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float value = synapse.neuron.outputMagnitude * synapse.weight;
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if (value > maxValue)
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maxValue = value;
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neuronCount++;
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}
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// Determine the spacing of the nuclei in the layer
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float spacing = 400f / neuronCount;
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float margin = 10 + spacing / 2;
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int row = 0;
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//List<Neuron> drawnNeurons = new();
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drawnNeuronNames = new();
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foreach (Synapse synapse in nucleus.synapses) {
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if (synapse.neuron is null)
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continue;
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// Draw multiple synapses to the same neuron only once
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string neuronName = synapse.neuron.name;
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if (synapse.neuron.parent != null)
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neuronName = synapse.neuron.parent.baseName + "." + neuronName;
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if (drawnNeuronNames.Contains(neuronName))
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continue;
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drawnNeuronNames.Add(neuronName);
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Vector3 pos = new(250, margin + row * spacing, 0.0f);
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DrawEdge(parentPos, pos);
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// Handles.color = Color.white;
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// Handles.DrawLine(parentPos, pos);
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Color color = Color.black;
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if (Application.isPlaying) {
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if (maxValue == 0 || !float.IsFinite(maxValue))
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maxValue = 1;
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float brightness = synapse.neuron.outputMagnitude * synapse.weight / maxValue;
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color = new Color(brightness, brightness, brightness, 1f);
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}
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DrawNucleus(synapse.neuron, pos, size, color);
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row++;
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}
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}
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protected void DrawClusterSynapses(Nucleus nucleus, Vector3 parentPos, float size) {
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if (nucleus == null || nucleus.parent == null || nucleus.parent.siblingClusters == null)
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return;
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// Hack to disable showing labels
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expandArray = true;
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float maxValue = 0;
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foreach (Cluster sibling in nucleus.parent.siblingClusters) {
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Neuron siblingNeuron = sibling.GetNucleus(nucleus.name) as Neuron;
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float value = siblingNeuron.outputMagnitude; // no need to add weight as they are all the same
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if (value > maxValue)
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maxValue = value;
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}
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// Determine the spacing of the nuclei in the layer
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float spacing = 400f / nucleus.parent.instanceCount;
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float margin = 10 + spacing / 2;
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int row = 0;
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foreach (Cluster sibling in nucleus.parent.siblingClusters) {
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Neuron siblingNeuron = sibling.GetNucleus(nucleus.name) as Neuron;
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Vector3 position = new(250, margin + row * spacing, 0.0f);
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DrawEdge(parentPos, position);
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Color color = Color.black;
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if (Application.isPlaying) {
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if (maxValue == 0 || !float.IsFinite(maxValue))
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maxValue = 1;
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float brightness = siblingNeuron.outputMagnitude / maxValue;
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color = new Color(brightness, brightness, brightness, 1f);
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} DrawNucleus(siblingNeuron, position, size, color);
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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 * (size + 5); // below neuron
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string name = $"{sibling.baseName}.{nucleus.name}";
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Handles.Label(labelPos, name, style);
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row++;
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}
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expandArray = false;
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}
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protected void DrawOutputs(Vector2 parentPos, float size) {
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// Determine the maximum value in this layer
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// This is used to 'scale' the output value colors of the nuclei
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float maxValue = 0;
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int neuronCount = 0;
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List<Nucleus> drawnNuclei = new();
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foreach (Nucleus nucleus in this.currentCluster.outputs) {
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if (nucleus is not Neuron neuron)
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continue;
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// Draw multiple synapses to the same neuron only once
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if (drawnNuclei.Contains(nucleus))
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continue;
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drawnNuclei.Add(nucleus);
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float value = neuron.outputMagnitude;
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if (value > maxValue)
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maxValue = value;
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neuronCount++;
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}
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// Determine the spacing of the nuclei in the layer
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float spacing = 400f / neuronCount;
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float margin = 10 + spacing / 2;
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int row = 0;
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drawnNuclei = new();
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foreach (Nucleus nucleus in this.currentCluster.outputs) {
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if (nucleus is not Neuron neuron)
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continue;
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// Draw multiple synapses to the same neuron only once
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if (drawnNuclei.Contains(nucleus))
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continue;
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|
drawnNuclei.Add(nucleus);
|
|
|
|
Vector3 pos = new(250, margin + row * spacing, 0.0f);
|
|
DrawEdge(parentPos, pos);
|
|
Color color = Color.black;
|
|
if (Application.isPlaying) {
|
|
if (maxValue == 0 || !float.IsFinite(maxValue))
|
|
maxValue = 1;
|
|
float brightness = neuron.outputMagnitude / maxValue;
|
|
color = new Color(brightness, brightness, brightness, 1f);
|
|
}
|
|
DrawNucleus(nucleus, 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 == null)
|
|
return;
|
|
|
|
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 && currentNucleus != null && parentCluster != currentNucleus.parent)
|
|
DrawCluster(parentCluster, position, color, size);
|
|
else if (nucleus is Cluster cluster)
|
|
DrawCluster(cluster, position, color, size);
|
|
|
|
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 != null && currentNucleus != null && 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);
|
|
}
|
|
}
|
|
|
|
// 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)
|
|
OnNeuronClick(parentCluster2);
|
|
else
|
|
OnNeuronClick(nucleus);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected void DrawCluster(Cluster cluster, Vector3 position, Color color, float size) {
|
|
GUIStyle labelTextStyle = new(EditorStyles.label) {
|
|
normal = { textColor = Color.white },
|
|
fontStyle = FontStyle.Bold,
|
|
};
|
|
|
|
if (expandArray) {
|
|
// Put array indices above the discs
|
|
labelTextStyle.alignment = TextAnchor.LowerCenter;
|
|
Vector3 labelPosition = position + Vector3.down * (size + 5); // below disc
|
|
|
|
// Strip the instance number in the name
|
|
int colonPos1 = cluster.name.IndexOf(":");
|
|
if (colonPos1 > 0) {
|
|
string extName = cluster.name[(colonPos1 + 2)..];
|
|
Handles.Label(labelPosition, extName, labelTextStyle);
|
|
}
|
|
else
|
|
Handles.Label(labelPosition, "0", labelTextStyle);
|
|
}
|
|
else {
|
|
// Put instance count inside the disc
|
|
labelTextStyle.alignment = TextAnchor.MiddleCenter;
|
|
Vector3 labelPosition = position + (Vector3.forward * 0.1f);
|
|
|
|
// Adjust text color based on disc color
|
|
if (color.grayscale > 0.5f)
|
|
labelTextStyle.normal.textColor = Color.black;
|
|
else
|
|
labelTextStyle.normal.textColor = Color.white;
|
|
|
|
if (cluster.instanceCount > 1) {
|
|
Handles.Label(labelPosition, cluster.instanceCount.ToString(), labelTextStyle);
|
|
labelTextStyle.normal.textColor = Color.white;
|
|
}
|
|
else if (cluster.siblingClusters != null && cluster.siblingClusters.Length > 1) {
|
|
Handles.Label(labelPosition, cluster.siblingClusters.Length.ToString(), labelTextStyle);
|
|
labelTextStyle.normal.textColor = Color.white;
|
|
}
|
|
}
|
|
|
|
// Draw a circle around the disc to indicate this is a Cluster
|
|
Handles.color = Color.white;
|
|
Handles.DrawWireDisc(position, Vector3.forward, size + 5);
|
|
}
|
|
|
|
protected void DrawClusterPrefab(ClusterPrefab prefab, Vector2 position, float size) {
|
|
Handles.color = Color.black;
|
|
Handles.DrawSolidDisc(position, Vector3.forward, size);
|
|
// Draw a circle around the disc to indicate this is a Cluster
|
|
Handles.color = Color.white;
|
|
Handles.DrawWireDisc(position, Vector3.forward, size + 5);
|
|
|
|
// put name below nucleus
|
|
GUIStyle style = new(EditorStyles.label) {
|
|
alignment = TextAnchor.MiddleCenter,
|
|
normal = { textColor = Color.white },
|
|
fontStyle = FontStyle.Bold,
|
|
};
|
|
Vector2 labelPos = position - Vector2.down * (size + 5); // below neuron
|
|
style.alignment = TextAnchor.UpperCenter;
|
|
Handles.Label(labelPos, prefab.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 click
|
|
if (e.type == EventType.MouseDown && e.button == 0) {
|
|
// Consume the event so the scene doesn't also handle it
|
|
e.Use();
|
|
Selection.activeObject = prefab;
|
|
EditorGUIUtility.PingObject(prefab);
|
|
ClusterViewer.previousPrefab = null;
|
|
CreateEditor(prefab);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected void DrawAllOutputs(Vector2 position, float size) {
|
|
GUIStyle labelTextStyle = new(EditorStyles.label) {
|
|
normal = { textColor = Color.white },
|
|
fontStyle = FontStyle.Bold,
|
|
alignment = TextAnchor.MiddleCenter,
|
|
};
|
|
Handles.Label(position, "Outputs", labelTextStyle);
|
|
|
|
Rect neuronRect = new(position.x - size, position.y - size, size * 2, size * 2);
|
|
Event e = Event.current;
|
|
if (e != null && neuronRect.Contains(e.mousePosition)) {
|
|
// Process click
|
|
if (e.type == EventType.MouseDown && e.button == 0) {
|
|
// Consume the event so the scene doesn't also handle it
|
|
e.Use();
|
|
OnAllOutputsClick();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
protected void DrawEdge(Vector2 from, Vector2 to, float radius = 20) {
|
|
Handles.color = Color.white;
|
|
// Handles.DrawLine(from, to);
|
|
|
|
Vector2 dir = to - from;
|
|
float len = dir.magnitude;
|
|
if (len <= 2f * radius || len <= Mathf.Epsilon)
|
|
// line too short
|
|
return;
|
|
|
|
Vector2 n = dir / len; // normalized
|
|
Vector2 a = from + n * radius;
|
|
Vector2 b = to - n * radius;
|
|
Handles.DrawLine(a, b);
|
|
}
|
|
|
|
protected 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);
|
|
}
|
|
|
|
protected void OnNeuronClick(Nucleus nucleus) {
|
|
if (nucleus == this.currentNucleus) {
|
|
this.selectedSynapseNeuron = null;
|
|
// if (Application.isPlaying) {
|
|
// if (nucleus is Cluster)
|
|
// expandArray = !expandArray;
|
|
// else
|
|
// expandArray = false;
|
|
// }
|
|
// else {
|
|
if (nucleus is Cluster cluster)
|
|
OnClusterClick(cluster);
|
|
// }
|
|
}
|
|
else if (nucleus.parent != null && this.currentNucleus != null && nucleus.parent != this.currentNucleus.parent) {
|
|
// We go to a different cluster
|
|
if (Application.isPlaying) {
|
|
if (this.selectedSynapseNeuron == null && nucleus.parent.instanceCount > 1) {
|
|
this.selectedSynapseNeuron = nucleus;
|
|
expandArray = false;
|
|
}
|
|
else {
|
|
this.currentNucleus = nucleus;
|
|
if (this.currentNucleus is Neuron neuron && neuron.receivers.Count == 0)
|
|
this.selectedOutput = this.currentNucleus;
|
|
this.selectedSynapseNeuron = null;
|
|
expandArray = false;
|
|
}
|
|
|
|
}
|
|
else {
|
|
// select the cluster, not the neuron in the cluster
|
|
this.currentNucleus = nucleus.parent;
|
|
expandArray = false;
|
|
}
|
|
}
|
|
else {
|
|
this.currentNucleus = nucleus;
|
|
if (this.currentNucleus is Neuron neuron && neuron.receivers.Count == 0)
|
|
this.selectedOutput = this.currentNucleus;
|
|
expandArray = false;
|
|
}
|
|
}
|
|
|
|
protected void OnClusterClick(Cluster subCluster) {
|
|
// May be used with storedPrefab...
|
|
Selection.activeObject = subCluster.prefab;
|
|
EditorGUIUtility.PingObject(subCluster.prefab);
|
|
ClusterViewer.previousPrefab = this.currentCluster.prefab;
|
|
ClusterEditor newEditor = CreateEditor(subCluster.prefab) as ClusterEditor;
|
|
}
|
|
|
|
protected void OnAllOutputsClick() {
|
|
this.currentNucleus = null;
|
|
this.selectedOutput = null;
|
|
expandArray = false;
|
|
}
|
|
|
|
#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();
|
|
}
|
|
}
|
|
|
|
} |