import bpy import random from mathutils import Vector, Matrix #variables count = 50 cubes=[] locations=[] scales=[] #delete every existing node_group for grp in bpy.data.node_groups: bpy.data.node_groups.remove(grp) #add counter object 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, rename and clear node_group node_grp = bpy.data.node_groups[-1] node_grp.name = "Counter" 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") counter1String = node_grp.nodes.new("FunctionNodeValueToString") arrayString = node_grp.nodes.new("FunctionNodeInputString") counter2String = node_grp.nodes.new("FunctionNodeValueToString") groupOutput = node_grp.nodes.new('NodeGroupOutput') #set default values of some nodes transform.inputs[2].default_value[0] = 1.5708 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(counter1String.outputs[0], joinStrings.inputs[1]) node_grp.links.new(comparisonString.outputs[0], joinStrings.inputs[1]) node_grp.links.new(counter2String.outputs[0], joinStrings.inputs[1]) node_grp.links.new(arrayString.outputs[0], joinStrings.inputs[1]) #fill arrays with numbers between 1 & count i = 1 while i < count+1: locations.append(i) scales.append(i) i += 1 #randomize array order random.shuffle(locations) random.shuffle(scales) #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 i = 0 while i < count: cube = bpy.ops.mesh.primitive_cube_add(location=(locations[i], 0, 0), scale=(0.25, 0.25, 0.25)) i+=1 #assign random scale to all cubes and add them to array i = 0 for ob in bpy.data.objects: if ob.type == 'MESH' and ob.name != "Counter": origin_to_bottom(ob) ob.scale.z = scales[i] cubes.append(ob) i += 1 #insert keyframes on starting location for all cubes i=0 while i < count: cubes[i].keyframe_insert(data_path="location", frame=0) i += 1 #bubble sort n = len(cubes) for i in range(n): #insert keyframe for every cube on every frame for cube in cubes: cube.keyframe_insert(data_path="location", frame=i) already_sorted = True for j in range(n - i - 1): if cubes[j].scale.z > cubes[j + 1].scale.z: #add 1 to comparison counter counter1String.inputs[0].default_value += 1 counter1String.inputs[0].keyframe_insert(data_path='default_value', frame=i) #add 6 to array counter counter2String.inputs[0].default_value += 6 counter2String.inputs[0].keyframe_insert(data_path='default_value', frame=i) #change location & insert keyframes based on bubble sort cubes[j].location.x = j cubes[j].keyframe_insert(data_path="location", frame=i) cubes[j+1].location.x = j-1 cubes[j+1].keyframe_insert(data_path="location", frame=i) #rearrange arrays cubes[j], cubes[j + 1] = cubes[j + 1], cubes[j] already_sorted = False if already_sorted: break