blender-geometry-script/README.md

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2022-11-13 20:23:11 +00:00
![Geometry Script wordmark](resources/wordmark.png)
A scripting API for Blender's Geometry Nodes:
```python
from geometry_script import *
@tree("Repeat Grid")
def repeat_grid(geometry: Geometry, width: Int, height: Int):
g = grid(
size_x=width, size_y=height,
vertices_x=width, vertices_y=height
).mesh_to_points()
return g.instance_on_points(instance=geometry)
```
## Installation
1. [Download the source code](https://github.com/carson-katri/geometry-script/archive/refs/heads/main.zip)
2. Open *Blender* > *Preferences* > *Add-ons*
3. Choose *Install...* and select the downloaded ZIP file
## How it Works
When you run your script, *Geometry Script* builds a node tree based on the functions you call.
Take this script for example:
```python
@tree
def example(geometry: Geometry):
my_cube = cube(size=(1, 2, 3))
return my_cube
```
Let's break it down line by line:
1. The `@tree(...)` decorator marks this function as a node tree builder. If you pass a name to the decorator it will use that as the name of the node tree. Otherwise, it will use the name of the function it is on. Any marked function will be built automatically when the script is run.
2. All arguments used in the function must be annotated with a type, such as `Geometry`, `Float`, `Vector`, etc. Each of these arguments is added to the *Group Input* node. They can be configured on the *Geometry Node* modifier.
3. The `cube` function maps to the *Cube* node. When you call this function, it creates that node in the tree, and returns the output socket. In this case, the output socket is stored in the variable `my_cube`.
4. Whatever is returned from the function will be connected to the *Group Output* node. You must return at least one `Geometry` type.
### Sockets
The types used as arguments in a *Geometry Script* cannot be native Python types. Instead, they must be one of the special socket types:
* `Geometry`
* `Float`
* `Int`
* `Vector`
* ...
These types do not represent concrete values. Instead, they represent different types of sockets in the node tree:
```python
native_integer: int = 5 # this is equal to the number 5
socket_integer: Int = Int(value=5) # this is the output socket of an `Integer` node with the value `5`
```
Because these values represent sockets and not concrete values, you cannot access their underlying value from the script:
```python
print(native_integer) # 5
print(socket_integer) # <geometry_script.types.Int object at 0x0>
```
You can, however, modify the value with common math operations or by calling other node functions:
```python
socket_integer * 2 # creates a `Math` node that multiplies the `Integer` node by 2
socket_integer = random_value(data_type='INT', seed=socket_integer) # use the `Integer` node as the seed for a new random integer
```
### Available Nodes
Every node available in your current version of Blender can be used as a function. The name will be converted to snake case:
```python
Some Node Name -> some_node_name
```
Any inputs will also be converted to snake case:
```python
some_node_name(some_input=5, some_vector=(1, 2, 3))
```
### External Editing
Blender's *Text Editor* leaves a lot to be desired. Editing scripts in an IDE like Visual Studio Code can provide a nicer experience with code completion, type hints, and more.
Documentation and typeshed files are automatically generated when you install the add-on. You can find instructions for using them in your IDE in the add-on preferences.
![IDE screenshot showing the available documentation for the `grid` function](resources/ide_docs.png)