Create SelectionSort.py
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SelectionSort.py
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107
SelectionSort.py
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from random import randint
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import bpy
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import random
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from mathutils import Vector, Matrix
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#variables
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count = 50
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cubes=[]
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#delete every existing node_group
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for grp in bpy.data.node_groups:
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bpy.data.node_groups.remove(grp)
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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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#add counter object, set position of counter object below other cube
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bpy.ops.mesh.primitive_cube_add(location = (-2.5, 0, -3.375))
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bpy.context.active_object.name = 'Counter'
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#add geometry node modifier
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bpy.ops.object.modifier_add(type='NODES')
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#get and clear node_group
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node_grp = bpy.data.node_groups[-1]
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node_grp.nodes.clear()
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#add nodes
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stringToCurves = node_grp.nodes.new("GeometryNodeStringToCurves")
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fillCurve = node_grp.nodes.new("GeometryNodeFillCurve")
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transform = node_grp.nodes.new("GeometryNodeTransform")
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joinStrings = node_grp.nodes.new("GeometryNodeStringJoin")
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comparisonString = node_grp.nodes.new("FunctionNodeInputString")
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comparisonCounter = node_grp.nodes.new("FunctionNodeValueToString")
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arrayString = node_grp.nodes.new("FunctionNodeInputString")
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arrayCounter = node_grp.nodes.new("FunctionNodeValueToString")
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groupOutput = node_grp.nodes.new('NodeGroupOutput')
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#90 degree rotation of the counter object
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transform.inputs[2].default_value[0] = 1.5708
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#set default values of some nodes
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comparisonString.string = "Comparisons:"
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arrayString.string = "Array Accesses:"
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stringToCurves.inputs[1].default_value = 2
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joinStrings.inputs[0].default_value = " "
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#connect nodes to eachother
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node_grp.links.new(fillCurve.outputs[0], groupOutput.inputs[0])
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node_grp.links.new(transform.outputs[0], fillCurve.inputs[0])
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node_grp.links.new(stringToCurves.outputs[0], transform.inputs[0])
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node_grp.links.new(joinStrings.outputs[0], stringToCurves.inputs[0])
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node_grp.links.new(comparisonCounter.outputs[0], joinStrings.inputs[1])
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node_grp.links.new(comparisonString.outputs[0], joinStrings.inputs[1])
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node_grp.links.new(arrayCounter.outputs[0], joinStrings.inputs[1])
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node_grp.links.new(arrayString.outputs[0], joinStrings.inputs[1])
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#fill arrays with numbers between 1 & count
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ran = list(range(1,count+1))
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#randomize array order
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random.shuffle(ran)
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#sets origin of cube to bottom of mesh
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def origin_to_bottom(ob, matrix=Matrix()):
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me = ob.data
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mw = ob.matrix_world
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local_verts = [matrix @ Vector(v[:]) for v in ob.bound_box]
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o = sum(local_verts, Vector()) / 8
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o.z = min(v.z for v in local_verts)
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o = matrix.inverted() @ o
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me.transform(Matrix.Translation(-o))
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mw.translation = mw @ o
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#create cubes with random location
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for i in range(count):
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bpy.ops.mesh.primitive_cube_add(location=(ran[i], 0, 0), scale=(0.25, 0.25, 0.25))
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#shuffle array
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random.shuffle(ran)
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#assign random scale to all cubes and add them to array
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i = 0
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for ob in bpy.data.objects:
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if ob.type == 'MESH' and ob.name != "Counter":
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origin_to_bottom(ob)
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ob.scale.z = ran[i]
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cubes.append(ob)
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i += 1
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#sort array based on location.x
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cubes.sort(key = lambda obj: obj.location.x)
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#Selection Sort ALgorithm
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def selection_sort(cubes):
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for i in range(0, len(cubes)):
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min_idx = i
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for j in range(i , len(cubes)):
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if cubes[min_idx].scale.z > cubes[j].scale.z:
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min_idx = j
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cubes[i].location.x = min_idx
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cubes[min_idx].location.x = i
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cubes[i], cubes[min_idx] = cubes[min_idx], cubes[i]
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#Call Function
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selection_sort(cubes)
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