update selection and shell sort

This commit is contained in:
ForeignGods 2022-06-08 16:15:37 +02:00
parent 1c8f5a036a
commit f326317450
2 changed files with 86 additions and 94 deletions

View File

@ -1,6 +1,8 @@
import bpy
import random
import random
import math
from array import *
from math import pi
############################################################
# Selection Sort Algorithm
@ -25,8 +27,8 @@ def selection_sort(arr, count):
if mat1[0] > mat2[0]:
min_idx = j
arr[i].location.x = min_idx / 2
arr[min_idx].location.x = i / 2
arr[i].location.x = min_idx * 2
arr[min_idx].location.x = i * 2
iframe +=1
arr[i].keyframe_insert(data_path="location", frame= iframe)
@ -35,65 +37,58 @@ def selection_sort(arr, count):
arr[i], arr[min_idx] = arr[min_idx], arr[i]
############################################################
# Setup Random Cubes + Array to be sorted
# Setup Random Colors + Array to be sorted
############################################################
def setup_array(count):
#fill array with numbers between 0 & count - 1
index = list(range(count))
#initialize 2d array
Matrix = [[0 for x in range(count)] for y in range(count)]
#delete all materials
for material in bpy.data.materials:
material.user_clear()
bpy.data.materials.remove(material)
#initialize object and material array
planes = [0 for i in range(count*count)]
materials = [0 for i in range(count)]
#delete every existing object
for ob in bpy.data.objects:
bpy.data.objects.remove(ob)
#fill arrays with numbers between 0 & count-1
index = list(range(count))
#randomize array order
random.shuffle(index)
#initialize 2d array
Matrix = [[0 for x in range(count)] for y in range(count)]
#add count * count cubes
#delete all existing materials
for material in bpy.data.materials:
bpy.data.materials.remove(material, do_unlink=True)
for i in range(count):
for j in range(count):
bpy.ops.mesh.primitive_cube_add(location=(j/2, 0, i/2), scale=(0.25, 0.25, 0.25))
#assign random scale to all cubes and add them to array
i = 0
j = 0
for ob in bpy.data.objects:
if ob.type == 'MESH':
if i == count:
j += 1
random.shuffle(index)
i = 0
mat = bpy.data.materials.new(name="MaterialName") #set new material to variable
mat.diffuse_color = (index[i], 255, 255, 255)
ob.data.materials.append(mat) #add the material to the object
Matrix[j].append(ob)
i += 1
#remove values that are 0 (needs to be solved beforehand)
for x in range(count):
for i in range(count):
Matrix[x].remove(0)
bpy.ops.mesh.primitive_plane_add(location=(j*2, 0, i*2), rotation=(pi / 2, 0, 0), scale=(0.1, 0.1, 0.1))
#presort arrayorder based on location
for i in range(count):
Matrix[i].sort(key = lambda obj: obj.location.x)
return (Matrix, count)
i=0
for ob in bpy.data.objects:
planes[i]= ob
i+=1
#sorts list of all objects based primary on their location.z and secondary on their location.x
planes.sort(key = lambda obj: obj.location.z + obj.location.x/(count*count))
for i in range(count):
material = bpy.data.materials.new(name="")
material.diffuse_color = (index[i]/3, 255, 255, 255)
materials[i] = material
for i in range(count):
random.shuffle(materials)
for j in range(count):
planes[j+i*count].data.materials.append(materials[j]) #add the material to the object
Matrix[i][j] = planes[j+i*count]
return(Matrix, count)
############################################################
# Call Functions
############################################################
#max count = 31 (needs to be fixed)
Matrix, count = setup_array(31)
#selection_sort every array

View File

@ -1,6 +1,8 @@
import bpy
import random
import random
import math
from array import *
from math import pi
############################################################
# Shell Sort Algorithm
@ -8,10 +10,12 @@ from array import *
def shell_sort(arr, count):
#start at frame 0
iframe = 0
gap=count//2
while gap>0:
j=gap
#check the array in from left to right
@ -34,8 +38,8 @@ def shell_sort(arr, count):
break
else:
arr[i+gap].location.x = i / 2
arr[i].location.x = (i + gap) / 2
arr[i+gap].location.x = i * 2
arr[i].location.x = (i + gap) * 2
arr[i+gap].keyframe_insert(data_path="location", frame= iframe)
arr[i].keyframe_insert(data_path="location", frame= iframe)
@ -49,66 +53,59 @@ def shell_sort(arr, count):
gap=gap//2
############################################################
# Setup Random Cubes + Array to be sorted
# Setup Random Colors + Array to be sorted
############################################################
def setup_array(count):
#fill array with numbers between 0 & count - 1
index = list(range(count))
#initialize 2d array
Matrix = [[0 for x in range(count)] for y in range(count)]
#delete all materials
for material in bpy.data.materials:
material.user_clear()
bpy.data.materials.remove(material)
#initialize object and material array
planes = [0 for i in range(count*count)]
materials = [0 for i in range(count)]
#delete every existing object
for ob in bpy.data.objects:
bpy.data.objects.remove(ob)
#fill arrays with numbers between 0 & count-1
index = list(range(count))
#randomize array order
random.shuffle(index)
#initialize 2d array
Matrix = [[0 for x in range(count)] for y in range(count)]
#add count * count cubes
#delete all existing materials
for material in bpy.data.materials:
bpy.data.materials.remove(material, do_unlink=True)
for i in range(count):
for j in range(count):
bpy.ops.mesh.primitive_cube_add(location=(j/2, 0, i/2), scale=(0.25, 0.25, 0.25))
#assign random scale to all cubes and add them to array
i = 0
j = 0
for ob in bpy.data.objects:
if ob.type == 'MESH':
if i == count:
j += 1
random.shuffle(index)
i = 0
mat = bpy.data.materials.new(name="MaterialName") #set new material to variable
mat.diffuse_color = (index[i], 255, 255, 255)
ob.data.materials.append(mat) #add the material to the object
Matrix[j].append(ob)
i += 1
#remove values that are 0 (needs to be solved beforehand)
for x in range(count):
for i in range(count):
Matrix[x].remove(0)
bpy.ops.mesh.primitive_plane_add(location=(j*2, 0, i*2), rotation=(pi / 2, 0, 0), scale=(0.1, 0.1, 0.1))
#presort arrayorder based on location
for i in range(count):
Matrix[i].sort(key = lambda obj: obj.location.x)
return (Matrix, count)
i=0
for ob in bpy.data.objects:
planes[i]= ob
i+=1
#sorts list of all objects based primary on their location.z and secondary on their location.x
planes.sort(key = lambda obj: obj.location.z + obj.location.x/(count*count))
for i in range(count):
material = bpy.data.materials.new(name="")
material.diffuse_color = (index[i]/3, 255, 255, 255)
materials[i] = material
for i in range(count):
random.shuffle(materials)
for j in range(count):
planes[j+i*count].data.materials.append(materials[j]) #add the material to the object
Matrix[i][j] = planes[j+i*count]
return(Matrix, count)
############################################################
# Call Functions
############################################################
#max count = 31 (needs to be fixed)
Matrix, count = setup_array(31)
Matrix, count = setup_array(32)
#shell_sort every array
for i in range(count):