added gradient + merge_sort_color
This commit is contained in:
@@ -3,6 +3,7 @@ import random
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import math
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import math
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from array import *
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from array import *
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from math import pi
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from math import pi
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import numpy as np
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############################################################
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############################################################
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# Bubble Sort Algorithm
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# Bubble Sort Algorithm
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@@ -22,8 +23,20 @@ def bubble_sort(arr, count):
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mat1 = arr[j].active_material.diffuse_color
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mat1 = arr[j].active_material.diffuse_color
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mat2 = arr[j + 1].active_material.diffuse_color
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mat2 = arr[j + 1].active_material.diffuse_color
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#get R value of both materials
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r1 = mat1[0]
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r2 = mat2[0]
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#get G value of both materials
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g1 = mat1[1]
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g2 = mat2[1]
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# R + G = value for comparison
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rg1 = r1 + g1
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rg2 = r2 + g2
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#compare first colorarray values
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#compare first colorarray values
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if mat1[0] > mat2[0]:
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if rg1 > rg2:
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#change location & insert keyframes based on bubble sort
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#change location & insert keyframes based on bubble sort
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arr[j].location.x = (j+1)*2
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arr[j].location.x = (j+1)*2
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@@ -40,7 +53,7 @@ def bubble_sort(arr, count):
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break
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break
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############################################################
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############################################################
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# Setup Random Cubes + Array to be sorted
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# Setup Random Colors + Array to be sorted
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############################################################
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############################################################
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def setup_array(count):
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def setup_array(count):
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@@ -51,10 +64,44 @@ def setup_array(count):
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#initialize 2d array
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#initialize 2d array
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Matrix = [[0 for x in range(count)] for y in range(count)]
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Matrix = [[0 for x in range(count)] for y in range(count)]
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#initialize object and material array
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#initialize plane array
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planes = [0 for i in range(count*count)]
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planes = [0 for i in range(count*count)]
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#initialize material array
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materials = [0 for i in range(count)]
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materials = [0 for i in range(count)]
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#create arrays for each color value (RGB) to generate the sunset gradient
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#first half 0 --> 255, second half 255 --> 255
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colors_r = [0 for i in range(count)]
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colors_r1 = np.linspace(0, 255, count//2)
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colors_r2 = np.linspace(255, 255, count//2)
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for i in range(count):
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if(i < count//2):
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colors_r[i]=colors_r1[i]
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else:
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colors_r[i]=colors_r2[i-count//2]
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#first half 0 --> 0, second half 0 --> 200
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colors_g = [0 for i in range(count)]
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colors_g1 = np.linspace(0, 0, count//2)
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colors_g2 = np.linspace(0, 200, count//2)
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for i in range(count):
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if(i < count//2):
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colors_g[i]=colors_g1[i]
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else:
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colors_g[i]=colors_g2[i-count//2]
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#first half 200 --> 0, secondhalf 0 --> 100
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colors_b = [0 for i in range(count)]
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colors_b1 = np.linspace(200, 0, count//2)
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colors_b2 = np.linspace(0, 100, count//2)
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for i in range(count):
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if(i < count//2):
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colors_b[i]=colors_b1[i]
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else:
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colors_b[i]=colors_b2[i-count//2]
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#delete every existing object
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#delete every existing object
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for ob in bpy.data.objects:
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for ob in bpy.data.objects:
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bpy.data.objects.remove(ob)
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bpy.data.objects.remove(ob)
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@@ -63,10 +110,12 @@ def setup_array(count):
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for material in bpy.data.materials:
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for material in bpy.data.materials:
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bpy.data.materials.remove(material, do_unlink=True)
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bpy.data.materials.remove(material, do_unlink=True)
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#creating count * count planes with location.x = j * 2 and location.z = i * 2
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for i in range(count):
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for i in range(count):
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for j in range(count):
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for j in range(count):
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bpy.ops.mesh.primitive_plane_add(location=(j*2, 0, i*2), rotation=(pi / 2, 0, 0), scale=(0.1, 0.1, 0.1))
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bpy.ops.mesh.primitive_plane_add(location=(j*2, 0, i*2), rotation=(pi / 2, 0, 0), scale=(0.1, 0.1, 0.1))
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#adding all planes to an array
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i=0
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i=0
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for ob in bpy.data.objects:
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for ob in bpy.data.objects:
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planes[i]= ob
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planes[i]= ob
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@@ -75,12 +124,16 @@ def setup_array(count):
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#sorts list of all objects based primary on their location.x and secondary on their location.z
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#sorts list of all objects based primary on their location.x and secondary on their location.z
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planes.sort(key = lambda obj: obj.location.z + obj.location.x/(count*count))
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planes.sort(key = lambda obj: obj.location.z + obj.location.x/(count*count))
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#adding materials to array and set colorgradient
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for i in range(count):
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for i in range(count):
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material = bpy.data.materials.new(name="")
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for j in range(count):
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material.diffuse_color = (index[i], 255, 255, 255)
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material = bpy.data.materials.new(name="")
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materials[i] = material
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material.diffuse_color = (colors_r[i], colors_g[i], colors_b[i], 255)
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materials[i] = material
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#add materials to planes and planes to 2d array
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for i in range(count):
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for i in range(count):
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#randomize distribution of colors for every row
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random.shuffle(materials)
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random.shuffle(materials)
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for j in range(count):
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for j in range(count):
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planes[j+i*count].data.materials.append(materials[j]) #add the material to the object
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planes[j+i*count].data.materials.append(materials[j]) #add the material to the object
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@@ -92,7 +145,9 @@ def setup_array(count):
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# Call Functions
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# Call Functions
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############################################################
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############################################################
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Matrix, count = setup_array(50)
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#setup_array(number of planes)
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Matrix, count = setup_array(26)#only even numbers are valid
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#sorting every subarray with bubble_sort + visualisation
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for i in range(count):
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for i in range(count):
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bubble_sort(Matrix[i], count)
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bubble_sort(Matrix[i], count)
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223
sort_color/merge_sort_color.py
Normal file
223
sort_color/merge_sort_color.py
Normal file
@@ -0,0 +1,223 @@
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import bpy
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import random
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import math
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from array import *
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from math import pi
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import numpy as np
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############################################################
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# Merge Sort Algorithm
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############################################################
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def merge(seed, arr, l, m, r):
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global Matrix
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global iframe
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n1 = m - l + 1
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n2 = r - m
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# create temp arrays
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L = [0] * (n1)
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R = [0] * (n2)
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# Copy data to temp arrays L[] and R[]
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for i in range(0, n1):
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L[i] = arr[l + i]
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for j in range(0, n2):
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R[j] = arr[m + 1 + j]
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# Merge the temp arrays back into arr[l..r]
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i = 0 # Initial index of first subarray
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j = 0 # Initial index of second subarray
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k = l # Initial index of merged subarray
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while i < n1 and j < n2:
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mat1 = L[i].active_material.diffuse_color
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mat2 = R[j].active_material.diffuse_color
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#get R value of both materials
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r1 = mat1[0]
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r2 = mat2[0]
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#get G value of both materials
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g1 = mat1[1]
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g2 = mat2[1]
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# R + G = value for comparison
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rg1 = r1 + g1
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rg2 = r2 + g2
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if rg1 <= rg2:
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arr[k] = L[i]
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L[i].location.x = k * 2
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i += 1
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else:
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arr[k] = R[j]
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R[j].location.x = k * 2
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j += 1
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k += 1
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for cube in Matrix[seed]:
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cube.keyframe_insert(data_path="location", frame=iframe)
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for cube in L:
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cube.keyframe_insert(data_path="location", frame=iframe)
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for cube in R:
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cube.keyframe_insert(data_path="location", frame=iframe)
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iframe += 1
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# Copy the remaining elements of L[], if there
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# are any
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while i < n1:
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arr[k] = L[i]
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L[i].location.x = k * 2
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x=0
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for cube in Matrix[seed]:
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cube.keyframe_insert(data_path="location", frame=iframe)
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for cube in L:
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cube.keyframe_insert(data_path="location", frame=iframe)
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for cube in R:
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cube.keyframe_insert(data_path="location", frame=iframe)
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iframe += 1
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i += 1
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k += 1
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# Copy the remaining elements of R[], if there
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# are any
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while j < n2:
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arr[k] = R[j]
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R[j].location.x = k * 2
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for cube in Matrix[seed]:
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cube.keyframe_insert(data_path="location", frame=iframe)
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for cube in L:
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cube.keyframe_insert(data_path="location", frame=iframe)
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for cube in R:
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cube.keyframe_insert(data_path="location", frame=iframe)
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iframe+=1
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j += 1
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k += 1
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# l is for left index and r is right index of the
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# sub-array of arr to be sorted
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def merge_sort(seed, iframe,arr, l, r):
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if l < r:
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# Same as (l+r)//2, but avoids overflow for
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# large l and h
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m = l+(r-l)//2
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# Sort first and second halves
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merge_sort(seed, iframe,arr, l, m)
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merge_sort(seed, iframe, arr, m+1, r)
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merge(seed, arr, l, m, r)
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############################################################
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# Setup Random Colors + Array to be sorted
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############################################################
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def setup_array(count):
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#fill array with numbers between 0 & count - 1
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index = list(range(count))
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#initialize 2d array
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Matrix = [[0 for x in range(count)] for y in range(count)]
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#initialize plane array
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planes = [0 for i in range(count*count)]
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#initialize material array
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materials = [0 for i in range(count)]
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#create arrays for each color value (RGB) to generate the sunset gradient
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#first half 0 --> 255, second half 255 --> 255
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colors_r = [0 for i in range(count)]
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colors_r1 = np.linspace(0, 255, count//2)
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colors_r2 = np.linspace(255, 255, count//2)
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for i in range(count):
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if(i < count//2):
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colors_r[i]=colors_r1[i]
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else:
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colors_r[i]=colors_r2[i-count//2]
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#first half 0 --> 0, second half 0 --> 200
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colors_g = [0 for i in range(count)]
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colors_g1 = np.linspace(0, 0, count//2)
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colors_g2 = np.linspace(0, 200, count//2)
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for i in range(count):
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if(i < count//2):
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colors_g[i]=colors_g1[i]
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else:
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colors_g[i]=colors_g2[i-count//2]
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#first half 200 --> 0, secondhalf 0 --> 100
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colors_b = [0 for i in range(count)]
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colors_b1 = np.linspace(200, 0, count//2)
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colors_b2 = np.linspace(0, 100, count//2)
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for i in range(count):
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if(i < count//2):
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colors_b[i]=colors_b1[i]
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else:
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colors_b[i]=colors_b2[i-count//2]
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#delete every existing object
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for ob in bpy.data.objects:
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bpy.data.objects.remove(ob)
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#delete all existing materials
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for material in bpy.data.materials:
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bpy.data.materials.remove(material, do_unlink=True)
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#creating count * count planes with location.x = j * 2 and location.z = i * 2
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for i in range(count):
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for j in range(count):
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bpy.ops.mesh.primitive_plane_add(location=(j*2, 0, i*2), rotation=(pi / 2, 0, 0), scale=(0.1, 0.1, 0.1))
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#adding all planes to an array
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i=0
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for ob in bpy.data.objects:
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planes[i]= ob
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i+=1
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#sorts list of all objects based primary on their location.x and secondary on their location.z
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planes.sort(key = lambda obj: obj.location.z + obj.location.x/(count*count))
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#adding materials to array and set colorgradient
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for i in range(count):
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for j in range(count):
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material = bpy.data.materials.new(name="")
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material.diffuse_color = (colors_r[i], colors_g[i], colors_b[i], 255)
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materials[i] = material
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#add materials to planes and planes to 2d array
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for i in range(count):
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#randomize distribution of colors for every row
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random.shuffle(materials)
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for j in range(count):
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planes[j+i*count].data.materials.append(materials[j]) #add the material to the object
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Matrix[i][j] = planes[j+i*count]
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return(Matrix, count)
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############################################################
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# Call Functions
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############################################################
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#setup_array(number of planes)
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Matrix, count = setup_array(26)#only even numbers are valid
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#sorting every subarray with merge_sort + visualisation
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for i in range(count):
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iframe = 0
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merge_sort(i,iframe,Matrix[i], 0, count-1)
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Reference in New Issue
Block a user