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<h1 class="menu-title">Geometry Script</h1>
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<h1 id="using-nodes"><a class="header" href="#using-nodes">Using Nodes</a></h1>
<p>Node functions are automatically generated for the Blender version you are using. This means every node will be available from geometry script.</p>
<p>This means that when future versions of Blender add new nodes, they will all be available in Geometry Script without updating the add-on.</p>
<p>To see all of the node functions available in your Blender version, open the <em>Geometry Script</em> menu in the <em>Text Editor</em> and click <em>Open Documentation</em>.</p>
<p><img src="./open_documentation.png" alt="" /></p>
<p>This will open the automatically generated docs page with a list of every available node and it's inputs and outputs.</p>
<h2 id="how-nodes-are-mapped"><a class="header" href="#how-nodes-are-mapped">How nodes are mapped</a></h2>
<p>All nodes are mapped to functions in the same way, so even without the documentation you can decifer what a node will equate to. Using an <a href="../../setup/external-editing.html">IDE with code completion</a> makes this even easier.</p>
<p>The general process is:</p>
<ol>
<li>Convert the node name to snake case.</li>
<li>Add a keyword argument (in snake case) for each property and input.</li>
<li>If the node has a single output, return the socket type, otherwise return an object with properties for each output name.</li>
</ol>
<blockquote>
<p>Properties and inputs are different types of argument. A property is a value that cannot be connected to a socket. These are typically enums (displayed in the UI as a dropdown), with specific string values expected. Check the documentation for a node to see what the possible values are for a property.</p>
</blockquote>
<h2 id="enum-properties"><a class="header" href="#enum-properties">Enum Properties</a></h2>
<p>Many nodes have enum properties. For example, the math node lets you choose which operation to perform. You can pass a string to specify the enum case to use. But a safer way to set these values is with the autogenerated enum types. The enums are namespaced to the name of the node in PascalCase:</p>
<pre><code class="language-python"># Access it by Node.Enum Name.Case
math(operation=Math.Operation.ADD)
math(operation=Math.Operation.SUBTRACT)
math(operation='MULTIPLY') # Or manually pass a string
</code></pre>
<p>Internally, this type is generated as:</p>
<pre><code class="language-python">import enum
class Math:
class Operation(enum.Enum):
ADD = 'ADD'
SUBTRACT = 'SUBTRACT'
MULTIPLY = 'MULTIPLY'
...
...
</code></pre>
<p>The cases will appear in code completion if you setup an <a href="../../setup/external-editing.html">external editor</a>.</p>
<h2 id="duplicate-names"><a class="header" href="#duplicate-names">Duplicate Names</a></h2>
<p>Some nodes use the same input name multiple times. For example, the <em>Math</em> node has three inputs named <code>value</code>. To specify each value, pass a tuple for the input:</p>
<pre><code class="language-python">math(operation=Math.Operation.WRAP, value=(0.5, 1, 0)) # Pass all 3
math(operation=Math.Operation.WRAP, value=(0.5, 1)) # Only pass 2/3
math(operation=Math.Operation.WRAP, value=0.5) # Only pass 1/3
</code></pre>
<p><img src="./math_wrap.png" alt="" /></p>
<h2 id="examples"><a class="header" href="#examples">Examples</a></h2>
<p>Here are two examples to show how a node maps to a function.</p>
<h3 id="cube"><a class="header" href="#cube">Cube</a></h3>
<p><img src="./cube_node.png" alt="" /></p>
<ol>
<li>Name: <code>Cube</code> -&gt; <code>cube</code></li>
<li>Keyword Arguments
<ul>
<li><code>size: Vector</code></li>
<li><code>vertices_x: Int</code></li>
<li><code>vertices_y: Int</code></li>
<li><code>vertices_z: Int</code></li>
</ul>
</li>
<li>Return <code>Geometry</code></li>
</ol>
<p>The node can now be used as a function:</p>
<pre><code class="language-python">cube() # All arguments are optional
cube(size=(1, 1, 1), vertices_x=3) # Optionally specify keyword arguments
cube_geo: Geometry = cube() # Returns a Geometry socket type
</code></pre>
<p>The generated documentation will show the signature, result type, and <a href="./sockets.html#chained-calls">chain syntax</a>.</p>
<h4 id="signature"><a class="header" href="#signature">Signature</a></h4>
<pre><code class="language-python">cube(
size: VectorTranslation,
vertices_x: Int,
vertices_y: Int,
vertices_z: Int
)
</code></pre>
<h4 id="result"><a class="header" href="#result">Result</a></h4>
<pre><code class="language-python">mesh: Geometry
</code></pre>
<h4 id="chain-syntax"><a class="header" href="#chain-syntax">Chain Syntax</a></h4>
<pre><code class="language-python">size: VectorTranslation = ...
size.cube(...)
</code></pre>
<h3 id="capture-attribute"><a class="header" href="#capture-attribute">Capture Attribute</a></h3>
<p><img src="./capture_attribute_node.png" alt="" /></p>
<ol>
<li>Name <code>Capture Attribute</code> -&gt; <code>capture_attribute</code></li>
<li>Keyword Arguments
<ul>
<li>Properties
<ul>
<li><code>data_type: CaptureAttribute.DataType</code></li>
<li><code>domain: CaptureAttribute.Domain</code></li>
</ul>
</li>
<li>Inputs
<ul>
<li><code>geometry: Geometry</code></li>
<li><code>value: Vector | Float | Color | Bool | Int</code></li>
</ul>
</li>
</ul>
</li>
<li>Return <code>{ geometry: Geometry, attribute: Int }</code></li>
</ol>
<p>The node can now be used as a function:</p>
<pre><code class="language-python">result = capture_attribute(data_type=CaptureAttribute.DataType.BOOLEAN, geometry=cube_geo) # Specify a property and an input
result.geometry # Access the geometry
result.attribute # Access the attribute
</code></pre>
<p>The generated documentation will show the signature, result type, and <a href="./sockets.html#chained-calls">chain syntax</a>.</p>
<h4 id="signature-1"><a class="header" href="#signature-1">Signature</a></h4>
<pre><code class="language-python">capture_attribute(
data_type: CaptureAttribute.DataType,
domain: CaptureAttribute.Domain,
geometry: Geometry,
value: Vector | Float | Color | Bool | Int
)
</code></pre>
<h4 id="result-1"><a class="header" href="#result-1">Result</a></h4>
<pre><code class="language-python">{ geometry: Geometry, attribute: Int }
</code></pre>
<h4 id="chain-syntax-1"><a class="header" href="#chain-syntax-1">Chain Syntax</a></h4>
<pre><code class="language-python">geometry: Geometry = ...
geometry.capture_attribute(...)
</code></pre>
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