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bubble_sort_scale.py
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bubble_sort_scale.py
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import bpy
import random
from mathutils import Vector, Matrix
############################################################
# Bubble Sort Algorithm
############################################################
def bubble_sort(cubes, arrayCounter, comparisonCounter):
for i in range(len(cubes)-1):
#insert keyframe for every cube on every frame
for cube in cubes:
cube.keyframe_insert(data_path="location", frame=i+1)
already_sorted = True
for j in range(len(cubes) - i -1):
#add 1 to comparison counter
comparisonCounter.inputs[0].default_value += 1
comparisonCounter.inputs[0].keyframe_insert(data_path='default_value', frame=i+1)
#add 2 to array counter
arrayCounter.inputs[0].default_value += 2
arrayCounter.inputs[0].keyframe_insert(data_path='default_value', frame=i+1)
if cubes[j].scale.z > cubes[j + 1].scale.z:
#change location & insert keyframes based on bubble sort
cubes[j].location.x = j
cubes[j].keyframe_insert(data_path="location", frame=i+1)
cubes[j+1].location.x = j-1
cubes[j+1].keyframe_insert(data_path="location", frame=i+1)
#add 4 to array counter
arrayCounter.inputs[0].default_value += 4
arrayCounter.inputs[0].keyframe_insert(data_path='default_value', frame=i+1)
#rearrange arrays
cubes[j], cubes[j + 1] = cubes[j + 1], cubes[j]
already_sorted = False
if already_sorted:
break
############################################################
# Setup Random Cubes + Array to be sorted
############################################################
def setup_array(count):
#initialize array
cubes=[]
#delete every existing node_group
for grp in bpy.data.node_groups:
bpy.data.node_groups.remove(grp)
#delete every existing object
for ob in bpy.data.objects:
bpy.data.objects.remove(ob)
#add counter object, set position of counter object below other cube
bpy.ops.mesh.primitive_cube_add(location = (-2.5, 0, -3.375))
bpy.context.active_object.name = 'Counter'
#add geometry node modifier
bpy.ops.object.modifier_add(type='NODES')
#get and clear node_group
node_grp = bpy.data.node_groups[-1]
node_grp.nodes.clear()
#add nodes
stringToCurves = node_grp.nodes.new("GeometryNodeStringToCurves")
fillCurve = node_grp.nodes.new("GeometryNodeFillCurve")
transform = node_grp.nodes.new("GeometryNodeTransform")
joinStrings = node_grp.nodes.new("GeometryNodeStringJoin")
comparisonString = node_grp.nodes.new("FunctionNodeInputString")
comparisonCounter = node_grp.nodes.new("FunctionNodeValueToString")
arrayString = node_grp.nodes.new("FunctionNodeInputString")
arrayCounter = node_grp.nodes.new("FunctionNodeValueToString")
groupOutput = node_grp.nodes.new('NodeGroupOutput')
#90 degree rotation of the transform node of counter object
transform.inputs[2].default_value[0] = 1.5708
#set default values of some nodes
comparisonString.string = "Comparisons:"
arrayString.string = "Array Accesses:"
stringToCurves.inputs[1].default_value = 2
joinStrings.inputs[0].default_value = " "
#connect nodes to eachother
node_grp.links.new(fillCurve.outputs[0], groupOutput.inputs[0])
node_grp.links.new(transform.outputs[0], fillCurve.inputs[0])
node_grp.links.new(stringToCurves.outputs[0], transform.inputs[0])
node_grp.links.new(joinStrings.outputs[0], stringToCurves.inputs[0])
node_grp.links.new(comparisonCounter.outputs[0], joinStrings.inputs[1])
node_grp.links.new(comparisonString.outputs[0], joinStrings.inputs[1])
node_grp.links.new(arrayCounter.outputs[0], joinStrings.inputs[1])
node_grp.links.new(arrayString.outputs[0], joinStrings.inputs[1])
#add keyframe on frame 0 for comparison and array counter
comparisonCounter.inputs[0].keyframe_insert(data_path='default_value', frame=0)
arrayCounter.inputs[0].keyframe_insert(data_path='default_value', frame=0)
#fill arrays with numbers between 1 & count
ran = list(range(0,count-1))
#randomize array order
random.shuffle(ran)
#sets origin of cube to bottom of mesh
def origin_to_bottom(ob, matrix=Matrix()):
me = ob.data
mw = ob.matrix_world
local_verts = [matrix @ Vector(v[:]) for v in ob.bound_box]
o = sum(local_verts, Vector()) / 8
o.z = min(v.z for v in local_verts)
o = matrix.inverted() @ o
me.transform(Matrix.Translation(-o))
mw.translation = mw @ o
#create cubes with random location
for i in range(count-1):
bpy.ops.mesh.primitive_cube_add(location=(ran[i], 0, 0), scale=(0.25, 0.25, 0.25))
#shuffle array
random.shuffle(ran)
#assign random scale to all cubes and add them to array
s = 0
for ob in bpy.data.objects:
if ob.type == 'MESH' and ob.name != "Counter":
origin_to_bottom(ob)
ob.scale.z = ran[s]+1
cubes.append(ob)
s += 1
#sort array based on location.x
cubes.sort(key = lambda obj: obj.location.x)
return (cubes, arrayCounter, comparisonCounter)
############################################################
# Call Functions
############################################################
cubes, arrayCounter, comparisonCounter = setup_array(50)
bubble_sort(cubes, arrayCounter, comparisonCounter)