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< h1 id = "tree-functions" > < a class = "header" href = "#tree-functions" > Tree Functions< / a > < / h1 >
< p > Node trees are created by decorating a function with < code > @tree< / code > . Let's try creating a simple tree function.< / p >
< blockquote >
< p > The code samples for the rest of the book assume you are importing all names with < code > from geometry_script import *< / code > . However, if you are using a namespaced import, simply prefix the functions and types with < code > geometry_script< / code > or your custom name.< / p >
< / blockquote >
< pre > < code class = "language-python" > @tree
def cube_tree():
...
< / code > < / pre >
< p > By default, the name of your function will be used as the name of the generated node tree. However, you can specify a custom name by passing a string to < code > @tree< / code > :< / p >
< pre > < code class = "language-python" > @tree(" Cube Tree" )
def cube_tree():
...
< / code > < / pre >
< h2 id = "group-output" > < a class = "header" href = "#group-output" > Group Output< / a > < / h2 >
< p > Every node tree is < strong > required< / strong > to return < code > Geometry< / code > as the first output. Let's try returning a simple cube.< / p >
< pre > < code class = "language-python" > @tree(" Cube Tree" )
def cube_tree():
return cube()
< / code > < / pre >
< p > Here we call the < code > cube(...)< / code > function, which creates a < em > Cube< / em > node and connects it to the < em > Group Output< / em > .< / p >
< p > < img src = "./cube_tree.png" alt = "" / > < / p >
< p > You can also return multiple values. However, < code > Geometry< / code > must always be returned first for a tree to be valid.< / p >
< pre > < code class = "language-python" > @tree(" Cube Tree" )
def cube_tree():
return cube(), 5
< / code > < / pre >
< p > < img src = "./cube_tree_int.png" alt = "" / > < / p >
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< p > By default, each output is named 'Result'. To customize the name, return a dictionary.< / p >
< pre > < code class = "language-python" > @tree(" Cube Tree" )
def cube_tree():
return {
" My Cube" : cube(),
" Scale Constant" : 5
}
< / code > < / pre >
< p > < img src = "./cube_tree_named_outputs.png" alt = "" / > < / p >
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< h2 id = "group-input" > < a class = "header" href = "#group-input" > Group Input< / a > < / h2 >
< p > All arguments in a tree function must be annotated with a valid socket type. These types are provided by Geometry Script, and are not equivalent to Python's built-in types. Let's add a size argument to our Cube Tree.< / p >
< pre > < code class = "language-python" > @tree(" Cube Tree" )
def cube_tree(size: Vector):
return cube(size=size)
< / code > < / pre >
< p > This creates a < em > Size< / em > socket on the < em > Group Input< / em > node and connects it to our cube.< / p >
< p > < img src = "./cube_tree_size.png" alt = "" / > < / p >
< p > The option is available on the Geometry Nodes modifier.< / p >
< p > < img src = "./cube_tree_modifier.png" alt = "" / > < / p >
< p > The available socket types match those in the UI. Here are some common ones:< / p >
< ul >
< li > < code > Geometry< / code > < / li >
< li > < code > Float< / code > < / li >
< li > < code > Int< / code > < / li >
< li > < code > Vector< / code > < / li >
< / ul >
< blockquote >
< p > You < em > cannot< / em > use Python's built-in types in place of these socket types.< / p >
< / blockquote >
< p > In the next chapter, we'll take a closer look at how socket types work, and what you can and cannot do with them.< / p >
< h3 id = "default-values" > < a class = "header" href = "#default-values" > Default Values< / a > < / h3 >
< p > You can specify a default for any argument, and it will be set on the modifier when added:< / p >
< pre > < code class = "language-python" > @tree(" Cube Tree" )
def cube_tree(size: Vector = (1, 1, 1)):
return cube(size=size)
< / code > < / pre >
< p > < img src = "./cube_tree_size_input.png" alt = "" / > < / p >
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