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<ol class="chapter"><li class="chapter-item expanded affix "><a href="../../introduction.html">Introduction</a></li><li class="chapter-item expanded affix "><li class="part-title">Setup</li><li class="chapter-item expanded "><a href="../../setup/installation.html"><strong aria-hidden="true">1.</strong> Installation</a></li><li class="chapter-item expanded "><a href="../../setup/internal-editing-basics.html"><strong aria-hidden="true">2.</strong> Internal Editing Basics</a></li><li class="chapter-item expanded "><a href="../../setup/external-editing.html"><strong aria-hidden="true">3.</strong> External Editing</a></li><li class="chapter-item expanded affix "><li class="part-title">API</li><li class="chapter-item expanded "><a href="../../api/basics.html"><strong aria-hidden="true">4.</strong> Basics</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../../api/basics/modules.html"><strong aria-hidden="true">4.1.</strong> Modules</a></li><li class="chapter-item expanded "><a href="../../api/basics/tree-functions.html" class="active"><strong aria-hidden="true">4.2.</strong> Tree Functions</a></li><li class="chapter-item expanded "><a href="../../api/basics/sockets.html"><strong aria-hidden="true">4.3.</strong> Sockets</a></li><li class="chapter-item expanded "><a href="../../api/basics/using-nodes.html"><strong aria-hidden="true">4.4.</strong> Using Nodes</a></li></ol></li><li class="chapter-item expanded "><a href="../../api/advanced-scripting.html"><strong aria-hidden="true">5.</strong> Advanced Scripting</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../../api/advanced-scripting/node-groups.html"><strong aria-hidden="true">5.1.</strong> Node Groups</a></li><li class="chapter-item expanded "><a href="../../api/advanced-scripting/generators.html"><strong aria-hidden="true">5.2.</strong> Generators</a></li><li class="chapter-item expanded "><a href="../../api/advanced-scripting/input-groups.html"><strong aria-hidden="true">5.3.</strong> Input Groups</a></li><li class="chapter-item expanded "><a href="../../api/advanced-scripting/attributes.html"><strong aria-hidden="true">5.4.</strong> Attributes</a></li><li class="chapter-item expanded "><a href="../../api/advanced-scripting/boolean-math.html"><strong aria-hidden="true">5.5.</strong> Boolean Math</a></li><li class="chapter-item expanded "><a href="../../api/advanced-scripting/curves.html"><strong aria-hidden="true">5.6.</strong> Curves</a></li><li class="chapter-item expanded "><a href="../../api/advanced-scripting/drivers.html"><strong aria-hidden="true">5.7.</strong> Drivers</a></li><li class="chapter-item expanded "><a href="../../api/advanced-scripting/simulation.html"><strong aria-hidden="true">5.8.</strong> Simulation</a></li></ol></li><li class="chapter-item expanded "><li class="part-title">Tutorials</li><li class="chapter-item expanded "><a href="../../tutorials/voxelize.html"><strong aria-hidden="true">6.</strong> Voxelize</a></li><li class="chapter-item expanded "><a href="../../tutorials/city-builder.html"><strong aria-hidden="true">7.</strong> City Builder</a></li></ol>
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<h1 class="menu-title">Geometry Script</h1>
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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(&quot;Cube Tree&quot;)
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(&quot;Cube Tree&quot;)
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(&quot;Cube Tree&quot;)
def cube_tree():
return cube(), 5
</code></pre>
<p><img src="./cube_tree_int.png" alt="" /></p>
<p>By default, each output is named 'Result'. To customize the name, return a dictionary.</p>
<pre><code class="language-python">@tree(&quot;Cube Tree&quot;)
def cube_tree():
return {
&quot;My Cube&quot;: cube(),
&quot;Scale Constant&quot;: 5
}
</code></pre>
<p><img src="./cube_tree_named_outputs.png" alt="" /></p>
<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(&quot;Cube Tree&quot;)
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(&quot;Cube Tree&quot;)
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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