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Socket

Bases: NodeCache

The output socket of a Node

Socket is the base class for data classes such as Float, Image or Geometry.

It refers to an output socket of a Node. A socket can be set to the input socket of another Node to create a link between the two nodes:

# cube is the output socket 'Mesh' of the node 'Cube'
cube = Node("Cube").mesh

# cube is set the to socket 'geometry' of node 'Set Position'
node = Node("Set Position")
node.geometry = cube

Important

You can access to the other output sockets of the node in two different ways:

  • using node attribute
  • using peer socket* naming convention where the snake_case** name of the other sockets is suffixed by '_'

The example below shows how to access the to 'UV Map' socket of node <*Node Cube>:

# cube is the output socket 'Mesh' of the node 'Cube'
cube = Mesh.Cube()

# Getting 'UV Map' through the node
uv_map = cube.node.uv_map

# Or using the 'peer socket' naming convention
uv_map = cuve.uv_map_
Source code in core/socket_class.py
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class Socket(NodeCache):
    """ > The output socket of a Node

    **Socket** is the base class for data classes such as Float, Image or Geometry.

    It refers to an **output** socket of a Node. A socket can be set to the **input** socket
    of another Node to create a link between the two nodes:

    ``` python
    # cube is the output socket 'Mesh' of the node 'Cube'
    cube = Node("Cube").mesh

    # cube is set the to socket 'geometry' of node 'Set Position'
    node = Node("Set Position")
    node.geometry = cube
    ```

    !!! important
        You can access to the other output sockets of the node in two different ways:

        - using node attribute
        - using ***peer socket** naming convention where the **snake_case** name of the other sockets is suffixed by '_'

    The example below shows how to access the to 'UV Map' socket of node <*Node Cube>:

    ``` python
    # cube is the output socket 'Mesh' of the node 'Cube'
    cube = Mesh.Cube()

    # Getting 'UV Map' through the node
    uv_map = cube.node.uv_map

    # Or using the 'peer socket' naming convention
    uv_map = cuve.uv_map_
    ```
    """    

    __slots__ = NodeCache.__slots__ + ('_tree', '_bsocket', '_layout', '_use_layout')

    SOCKET_TYPE = None

    # ====================================================================================================
    # Initialization
    # ====================================================================================================

    def __init__(self, 
            socket  = None, 
            name         : str = None, 
            tip          : str = "",
            panel        : str = "",
            user_label   : str = None,
            **props):
        """

        Parameters
        ----------
        socket : NodeSocket, optional
            the output socket to wrap default=None.

        name : str, optional
            input name if not None default=None.

        tip : str, optional
            description default="".

        panel : str, optional
            panel name default="".

        user_label : str, optional
            user label default=None.

        """

        # ---------------------------------------------------------------------------
        # Attributes
        # ---------------------------------------------------------------------------

        self._layout      = None
        self._use_layout  = True
        self._tree        = Tree.current_tree()
        self._bsocket     = None

        self._reset()

        # ---------------------------------------------------------------------------
        # Socket is a Node
        # ---------------------------------------------------------------------------

        if isinstance(socket, Node):
            socket = socket._out

        # ---------------------------------------------------------------------------
        # Empty socket
        # ---------------------------------------------------------------------------

        if utils.request_empty(socket):
            return

        # ---------------------------------------------------------------------------
        # Socket is a string
        # ---------------------------------------------------------------------------

        socktype = self._socket_type
        cname = socktype.class_name

        if isinstance(socket, str):

            # Named attribute (but colors because the string can be the name of a color)
            if (cname in constants.ATTRIBUTE_CLASSES) and (cname != 'Color'):
                self._bsocket = self.Named(socket)._bsocket
                return

        # ---------------------------------------------------------------------------
        # Let's get the socket
        # ---------------------------------------------------------------------------

        self._bsocket = utils.get_bsocket(socket)
        if self._bsocket is not None:

            if self._bsocket.type != self.SOCKET_TYPE:

                # "Bundle Get Item" like nodes : we change the data_type
                node = self.node

                blid = node._bnode.bl_idname
                if blid == 'NodeGetBundleItem'and self.SOCKET_TYPE in utils.get_node_param_enum(blid, 'socket_type'):
                    node._bnode.socket_type = self.SOCKET_TYPE
                    self._bsocket = utils.get_enabled_bsocket(node, 'Item')

            return

        # ---------------------------------------------------------------------------
        # No name: we create from a constant Node
        # The socket argument is the value to set
        # ---------------------------------------------------------------------------

        if name is None:
            if socktype == 'GEOMETRY':
                new_socket = self.Input(None, halt=False)
                if new_socket is None:
                    new_socket = self.NewInput(type(self).__name__)
                self._bsocket = new_socket._bsocket
            else:
                self._bsocket = self.Constant(socket, user_label=user_label)._bsocket

        # ---------------------------------------------------------------------------
        # With a name, we request the creation from current input
        # ---------------------------------------------------------------------------

        else:
            # Font : make sure it is a font 
            if self.SOCKET_TYPE == 'FONT':
                socket = blender.get_font(socket)

            # Socket can be the default value
            if socket is not None:

                if 'default' not in constants.SOCKETS[self._socket_type.type]['props']:
                    raise NodeError(f"The {self._socket_type()} socket doesn't accept default value. <{socket}> is not valid.")

                # Perhaps it is given in the props
                def_key = 'default' if 'default' in props else None
                if def_key is None:
                    def_key = 'default_value' if 'default_value' in props else None

                if def_key is None:
                    props = {'value': socket, **props}

            new_socket = self.NewInput(name, tip=tip, panel=panel, **props)
            self._bsocket = new_socket._bsocket
            self._use_layout = new_socket._use_layout

    # ====================================================================================================
    # Constructors
    # ====================================================================================================

    # ----------------------------------------------------------------------------------------------------
    # An empty socket
    # ----------------------------------------------------------------------------------------------------

    @classmethod
    def Empty(cls, value = None):
        """ Create an empty socket.

        An empty socket is used temporarily as an input for nodes with dynamic sockets:

        Parameters
        ----------
        value : Any, optional
            default value default=None.

        """
        socket = cls(constants.EMPTY_SOCKET)
        socket._bsocket = SocketType(cls.SOCKET_TYPE).get_default_from_value(value)
        return socket

    # ----------------------------------------------------------------------------------------------------
    # Named attribute
    # ----------------------------------------------------------------------------------------------------

    @classmethod
    def Named(cls, name):
        """ > Node Named Attribute

        Information
        -----------
        - Parameter 'data_type' : 'BOOLEAN'

        Parameters
        ----------
        name : String
            socket 'Name' (id: Name)


        Returns
        -------
        Boolean
        """
        if SocketType(cls.SOCKET_TYPE).class_name not in constants.ATTRIBUTE_CLASSES:
            raise NodeError(
                f"The class {SocketType(cls.SOCKET_TYPE).class_name} is not an attribute.\n"
                f"Attribute classes are: {constants.ATTRIBUTE_CLASSES}")

        node = Node('Named Attribute', name=name)
        data_type = SocketType(cls.SOCKET_TYPE).get_node_data_type(
            tree_type = node._tree._btree.bl_idname,
            bl_idname = node._bnode.bl_idname,
            halt = True)

        node.set_parameter('data_type', data_type)

        return node._out._ul(name)

    # ----------------------------------------------------------------------------------------------------
    # An existing group input socket (output socket of input node)
    # ----------------------------------------------------------------------------------------------------

    @classmethod
    def Input(cls, name: str, panel: str = "", halt: bool = True):
        """ Get an exist input socket from its name and panel.

        !!! note
            The "input" socket here is an "output" socket of the current input node

        To create a input socket use NewInput.

        If the 'name' argument is None, the first socket of the proper type is returned.

        Raises
        ------
        - NodeError if socket is not found and halt is requested

        Parameters
        ----------
        name : str | None
            socket name

        panel : str, optional
            panel name default="".

        halt : bool, optional
            raises an error if not found default=True.


        Returns
        -------
        Socket
        """
        in_node = Tree.current_tree().get_input_node()

        include = None if name is None else [name]
        bsockets = in_node.get_sockets('OUTPUT', include=include, panel=panel)

        for _, bsock in bsockets:
            if SocketType(bsock).type == cls.SOCKET_TYPE: # and utils.snake_case(sock_name) == utils.snake_case(name):
                return cls(bsock._bsocket)._ul(name)

        if halt:
            sname = "" if name is None else f" named '{name}'"
            raise NodeError(
                f"There is no {SocketType(cls.SOCKET_TYPE).class_name} input socket{sname}.\n"
                f"Available sockets are : {[bsock[0] for bsock in in_node.get_sockets('OUTPUT')]}.")

        return None


    # ----------------------------------------------------------------------------------------------------
    # Create a new input socket from the current I/O context
    # ----------------------------------------------------------------------------------------------------

    @classmethod
    def NewInput(cls,
            name: str, 
            value       = None, 
            tip: str    = "", 
            panel: str  = "", 
            **props):
        """ Create an new input socket

        !!! note
            The "input" socket here is an "output" socket of the current input node

        To get an existing input socket use Input.

        Raises
        ------
        - NodeError if socket is not found

        Parameters
        ----------
        name : str
            socket name

        value : Any, optional
            default_value default=None.

        tip : str, optional
            description default="".

        panel : str: None
            panel name


        Returns
        -------
        Socket
        """
        if value is None:
            defval = None
        else:
            defval = SocketType(cls.SOCKET_TYPE).get_default_from_value(value)
            new_props = {**props}

            if 'default' in new_props:
                new_props['default'] = defval

            elif 'default_value' in new_props:
                new_props['default_value'] = defval

            else:
                if 'default' not in constants.SOCKETS[cls.SOCKET_TYPE]['props']:
                    raise NodeError(f"The {SocketType(cls.SOCKET_TYPE).class_name} socket doesn't accept a default value. Value argument <{value}> is invalid.")

                new_props['default_value'] = defval

            props = new_props

        return cls(Tree.current_tree().create_input_socket(
            SocketType(cls.SOCKET_TYPE).socket_id,
            name         = name,
            tip          = tip,
            panel        = panel,
            **props))

    # ----------------------------------------------------------------------------------------------------
    # Create a socket from a constant Node
    # ----------------------------------------------------------------------------------------------------

    @classmethod
    def Constant(cls, value: None, user_label: str = ""):
        """ Create an input socket from a constant Node.

        Parameters
        ----------
        value : Any, optional
            constant default value default=None.

        user_label : str, optional
            socket name (used to rename nodes if not None) default="".

        """

        # ---------------------------------------------------------------------------
        # Ensure array
        # ---------------------------------------------------------------------------

        def get_shaped(v, *shapes):
            r = np.ravel(v)
            shape = np.shape(r)
            if shape in shapes:
                return tuple(r)

            if shape == (1,):
                return tuple(np.resize(r, shapes[0]))

            raise NodeError(
                f"The value <{v}> can't be transformed in a valid initial value for {SocketType(cls.SOCKET_TYPE).class_name}."
            )

        # ---------------------------------------------------------------------------
        # Does the array contain sockets
        # ---------------------------------------------------------------------------

        def has_sockets(a):
            for v in a:
                if SocketType.get_bsocket(v) is not None:
                    return True
            return False

        # ---------------------------------------------------------------------------
        # Default value
        # ---------------------------------------------------------------------------

        socket_type = SocketType(cls.SOCKET_TYPE)
        if cls.SOCKET_TYPE not in ['RGBA', 'VECTOR', 'ROTATION', 'MATRIX']:
            def_val = socket_type.get_default_from_value(value)

        # ---------------------------------------------------------------------------
        # Depending on the socket type
        # ---------------------------------------------------------------------------

        if cls.SOCKET_TYPE == 'BOOLEAN':
            return Node('Boolean', boolean=def_val)._out._ul(user_label)

        elif cls.SOCKET_TYPE == 'BUNDLE':
            return Node("Combine Bundle")._out._ul(user_label)

        elif cls.SOCKET_TYPE == 'CLOSURE':
            socket = ZoneNode.Closure().closure
            socket._use_layout = False
            return socket._ul(user_label)

        elif cls.SOCKET_TYPE == 'COLLECTION':
            return Node('Collection', collection=def_val)._out._ul(user_label)

        elif cls.SOCKET_TYPE == 'RGBA':

            if value is None:
                a = (0, 0, 0, 1)
            elif isinstance(value, str):
                #a = colors.to_color(value)
                a = SysColor(value).rgba
            else:
                a = get_shaped(value, (4,), (3,))

            if has_sockets(a):
                if Tree.is_geonodes():
                    node = Node('Combine Color', {0: a[0], 1: a[1], 2:a[2]})
                    if len(a) == 4:
                        node.alpha = a[3]
                    return node._out._ul(user_label)
                else:
                    return Node('Combine Color', {0: a[0], 1: a[1], 2:a[2]})._out._ul(user_label)

            else:
                def_val = SocketType('COLOR').get_default_from_value(a)
                if Tree.is_geonodes():
                    return Node('Color', value=def_val)._out._ul(user_label)

                else:
                    socket = Node('Color')._out
                    socket._bsocket.default_value = def_val
                    return socket._ul(user_label)

        elif cls.SOCKET_TYPE == 'IMAGE':
            return Node('Image', image=def_val)._out._ul(user_label)

        elif cls.SOCKET_TYPE == 'INT':
            return Node('Integer', integer=def_val)._out._ul(user_label)

        elif cls.SOCKET_TYPE == 'MATERIAL':
            return Node('Material', material=def_val)._out._ul(user_label)

        elif cls.SOCKET_TYPE == 'MATRIX':

            if value is None:
                a = (1, 0, 0, 0,   0, 1, 0, 0,   0, 0, 1, 0,   0, 0, 0, 1)
            else:
                a = get_shaped(value, (16,))

            return Node('Combine Matrix', named_sockets = {i: a[i] for i in range(16)})._out._ul(user_label)

        elif cls.SOCKET_TYPE == 'MENU':
            return Node('Menu Switch')._out._ul(user_label)

        elif cls.SOCKET_TYPE == 'OBJECT':
            return Node('Object', object=def_val)._out._ul(user_label)

        elif cls.SOCKET_TYPE == 'FONT':
            return cls.NewInput("Font", value)

        elif cls.SOCKET_TYPE == 'ROTATION':

            if value is None:
                a = (0, 0, 0)
            else:
                a = get_shaped(value, (3,))

            if has_sockets(a):
                return Node('Combine XYZ', x=a[0], y=a[1], z=a[2])._out.to_rotation()._ul(user_label)
            else:
                return Node('Rotation', rotation_euler=a)._out._ul(user_label)

        elif cls.SOCKET_TYPE == 'STRING':
            return Node('String', string=def_val)._out._ul(user_label)

        elif cls.SOCKET_TYPE == 'VALUE':
            node = Node('Value')
            node._bnode.outputs[0].default_value = def_val
            return node._out._ul(user_label)

        elif cls.SOCKET_TYPE == 'VECTOR':

            if value is None:
                a = (0, 0, 0)
            else:
                a = get_shaped(value, (3,))

            if has_sockets(a):
                return Node('Combine XYZ', x=a[0], y=a[1], z=a[2])._out._ul(user_label)
            else:
                return Node('Vector', vector=a)._out._ul(user_label)

        elif cls.SOCKET_TYPE == 'GEOMETRY':
            raise NodeError(f"There is no node to create a Geometry. Use explicit constructors such as 'Mesh.Cube()', 'Curve.Spiral()' or 'Cloud.Points().")

        else:
            assert False, f"Shouldn't happen {socket_type}"

    # ====================================================================================================
    # Emptyness
    # ====================================================================================================

    def _is_empty(self, halt_message: str = None):
        if isinstance(self._bsocket, bpy.types.NodeSocket):
            return False

        if halt_message is None:
            return True
        else:
            raise NodeError(f"Empty socket error:\n{halt_message}")

    # ====================================================================================================
    # Utilities
    # ====================================================================================================

    @property
    def _socket_type(self):
        return SocketType(self.SOCKET_TYPE)

    def __str__(self):
        if self._is_empty():
            return f"<{self._socket_type.class_name}: Empty>"
        else:
            bnode = self._bsocket.node
            index = None
            for i, bsock in enumerate(bnode.outputs):
                if bsock == self._bsocket:
                    index = i
                    break

            return f"<{type(self).__name__}: [{self.node._bnode.name}][{index}].'{self._bsocket.name}'>"

    def _reset(self):
        self._cache_reset()

    # ----------------------------------------------------------------------------------------------------
    # Jump to another output socket
    # ----------------------------------------------------------------------------------------------------

    def _jump(self, socket: bpy.types.NodeSocket, reset: bool = True):
        """ Change the wrapped output socket

        When changing the socket, the description is copied to the new socket.
        The node color, if any, is also propagated.

        Parameters
        ----------
        socket : bpy.types.NodeSocket
            the new output socket to jump to

        reset : bool, optional
            reset the cache default=True.


        Returns
        -------
        self
        """

        # Keep user label stored in socket description
        user_label = self.user_label

        bsocket = utils.get_bsocket(socket)
        if bsocket is None:
            raise NodeError(f"Socket error: Impossible to jump to socket {socket}")

        self._bsocket = bsocket
        if reset:
            self._reset()

        # Restore user label
        self.user_label = user_label


        return self

    # ----------------------------------------------------------------------------------------------------
    # Geometry from domain
    # ----------------------------------------------------------------------------------------------------

    @property
    def _domain_to_geometry(self):
        return self

    # ----------------------------------------------------------------------------------------------------
    # Get the interface socket (for Group node or tree input / output)
    # ----------------------------------------------------------------------------------------------------

    @property
    def _interface_socket(self):
        """ Return the interface socket if exists

        An interface socket exists when the socket a tree input or output socket or
        when it is the socket of a group

        Returns
        -------
        Interface Socket
        """
        if self.node._use_interface:
            return self.node._interface.by_identifier(self._bsocket.identifier)

        return None

    # ----------------------------------------------------------------------------------------------------
    # Name or label
    # ----------------------------------------------------------------------------------------------------

    @property
    def node(self):

        self._is_empty(f"Impossible to get the node of an empty socket '{type(self).__name__}'.")

        # Not yet initialized
        if not hasattr(self, '_bsocket'):
            return None

        return self._tree._nodes[self._bsocket.node.name]

    # ----------------------------------------------------------------------------------------------------
    # Name or label
    # ----------------------------------------------------------------------------------------------------

    @property
    def _name(self):
        """ Return the name or the label

        Returns
        -------
        str
            default is ""

        """
        if self._is_empty():
            return "<EMPTY SOCKET>"
        return utils.get_socket_name(self._bsocket)

    # ----------------------------------------------------------------------------------------------------
    # Get the panel name
    # ----------------------------------------------------------------------------------------------------

    @property
    def _panel_name(self):
        """ Return the name of the panel

        Returns
        -------
        str
            default is ""

        """
        i_socket = self._interface_socket
        if i_socket is None:
            return ""

        names = []
        cur = i_socket
        while True:
            if cur.parent.name == "":
                break
            names.append(cur.parent.name)
            cur = cur.parent

        return " > ".join(reversed(names))

    # ====================================================================================================
    # Default value property
    # ====================================================================================================

    @property
    def default_value(self):
        if not hasattr(self._bsocket, 'default_value'):
            raise NodeError(f"Socket {self} has not default value.")

        return self._bsocket.default_value

    @default_value.setter
    def default_value(self, value):
        if not hasattr(self._bsocket, 'default_value'):
            raise NodeError(f"Socket {self} has not default value.")

        self._bsocket.default_value = value

        # ----- Interface
        i_socket = self._interface_socket
        if i_socket is not None:
            i_socket.default_value = value

    # ====================================================================================================
    # Getting the socket from nodes
    # ====================================================================================================

    # ----------------------------------------------------------------------------------------------------
    # Get an existing socket from current input node
    # Contrarilty to Input, doesn't raise an error
    # ----------------------------------------------------------------------------------------------------

    def _get_bsocket_from_input(self, name: str = None) -> bpy.types.NodeSocket:
        """ Get the availble input socket if any.

        The socket is get a an OUTPUT socket of the current input.

        Parameters
        ----------
        name : str, optional
            name filter default=None.


        Returns
        -------
        Socket
            or None if not found

        """
        in_node = self._tree.get_input_node()

        include = None if name is None else [name]

        bsockets = in_node.get_sockets('OUTPUT', include=include)
        for _, bsock in bsockets:
            if SocketType(bsock).type == self.SOCKET_TYPE:
                return bsock._bsocket
        else:
            return None

    # ====================================================================================================
    # Grid
    # ====================================================================================================

    @property
    def is_grid(self):
        """ bool property

        Returns True if socket is a grid (inferred_structure_type == 'GRID').
        """
        if self._is_empty():
            return False
        return self._bsocket.inferred_structure_type == 'GRID'

    # ====================================================================================================
    # Owning node
    # ====================================================================================================

    @property
    def node_color(self):
        """ Node color

        Returns
        -------
        SysColor
        """
        return self.node._color

    @node_color.setter
    def node_color(self, value):
        self.node._color = value

    @property
    def node_label(self):
        """ Node Label

        Returns
        -------
        str
        """
        return self.node._label

    @node_label.setter
    def node_label(self, value):
        self.node._label = value

    # ----------------------------------------------------------------------------------------------------
    # Socket description is used as user label
    # treearrange will have access to this description to properly name the reroute nodes
    # ----------------------------------------------------------------------------------------------------

    @property
    def user_label(self):
        if self.node._bnode.bl_idname == 'NodeGroupInput':
            return self._bsocket.name

        d = self._bsocket.description
        if d.startswith("UL "):
            return d[3:]
        else:
            return ""

    @user_label.setter
    def user_label(self, value):
        if self.node._bnode.bl_idname == 'NodeGroupInput':
            return

        if value is None:
            return

        self._bsocket.description = "UL " + str(value)

    # ----------------------------------------------------------------------------------------------------
    # Set user label and returns self for chaining
    # ----------------------------------------------------------------------------------------------------

    def _ul(self, label : str):
        """ Set the user label

        Parameters
        ----------
        label : str
            the label to append


        Returns
        -------
        self
        """
        self.user_label = label
        return self

    # ----------------------------------------------------------------------------------------------------
    # Set Node color and label plus socket description 
    # ----------------------------------------------------------------------------------------------------

    def _lc(self, label: str = None, color: SysColor = None):
        """ Set node label and color.

        This method returns self to be chained to as socket:

        ``` python
        with GeoNodes("Node label and color"):
            Geometry().out()

            a = Float(10)._lc("Var a")
            b = Float(10)._lc("Var b")
            c = (a + b)._lc("a + b", (1, 0, 0))
        ```

        Parameters
        ----------
        label : str, optional
            node label default=None.

        color : SysColor, optional
            node color default=None.


        Returns
        -------
        self
        """

        if self.node._bnode.bl_idname == 'NodeGroupInput':
            return self

        self.node_label = label
        self.node_color = color
        self.user_label = label

        return self

    def _lcop(self, label=None):
        return self._lc(label=label, color='OPERATION')

    # =============================================================================================================================
    # Link node from
    # =============================================================================================================================

    def link_inputs(self,
        from_node   : Node = None,
        from_panel  : str = "",
        *,
        include     : list =  None,
        exclude     : list  = [],
        panel       : str = "",
        ):
        """ Link input sockets of the node

        Allow to chain input sockets linking.
        """
        self.node.link_inputs(from_node, from_panel=from_panel, include=include, exclude=exclude, panel=panel)
        return self

    def link_panel(self, panel: str, from_node : Node = None):
        """ Link panel input sockets of the node

        Allow to chain input sockets linking.
        """
        self.node.link_panel(panel, from_node=from_node)
        return self




    # =============================================================================================================================
    # Gizmo
    # =============================================================================================================================

    @property
    def pin_gizmo(self):
        self._is_empty("No gizmo is possible.")
        return self._bsocket.pin_gizmo

    @pin_gizmo.setter
    def pin_gizmo(self, value):
        self._is_empty("No gizmo is possible.")
        self._bsocket.pin_gizmo = value

    # ====================================================================================================
    # A dynamic attribute can be:
    # - a peer socket : an output socket of the owning node
    # - a group method
    # To avoid names collision, the attribute name can be suffixed by '_' which is ignored
    # ====================================================================================================

    # ----------------------------------------------------------------------------------------------------
    # Get attr
    # ----------------------------------------------------------------------------------------------------

    def __getattr__(self, name):

        if name in {"__dict__", "__weakref__"}:
            raise AttributeError(name)

        self._is_empty(f"Impossible to get an attribute from an empty socket (name: '{name}')")

        # Ignore the ending '_' char
        true_name = name
        if name[-1] == '_':
            true_name = name[:-1]
            if true_name == "" or true_name[-1] == '_':
                raise AttributeError(f"Socket {self} doesn't have peer socket named '{name}'")

        sc_name = utils.snake_case(true_name)

        # ---------------------------------------------------------------------------
        # Another node output socket
        # ---------------------------------------------------------------------------

        socket = self.node.get_socket('OUTPUT', true_name, None, halt=False)
        if socket is not None:
            return socket

        # ---------------------------------------------------------------------------
        # A group
        # ---------------------------------------------------------------------------

        trees = utils.get_available_groups(self.node._tree._btree.bl_idname)
        node_tree = None
        for group_name, spec in trees.items():
            if utils.snake_case(group_name) == sc_name:
                node_tree = blender.load_node_group(spec)
                break

        if node_tree is not None:

            def group_call(named_sockets={}, **sockets):

                all_sockets = {**named_sockets, **sockets}

                new_sockets = {**named_sockets}

                check_selec = 'Selection' not in all_sockets and 'selection' not in all_sockets and self._socket_type == 'GEOMETRY'

                interf = TreeInterface(node_tree)
                socks = interf.get_sockets('INPUT')
                for isock, sock in enumerate(socks):

                    # Current socket is the proper type
                    if SocketType(sock) == self._socket_type:
                        if sock.name not in all_sockets and utils.snake_case(sock.name) not in all_sockets:

                            # Set value to self
                            new_sockets[sock.name] = self

                            # Selection following a Geometry 
                            if check_selec and isock < len(socks) - 1:
                                next_sock = socks[isock + 1]
                                if next_sock.name == 'Selection' and SocketType(next_sock) == 'BOOLEAN':
                                    new_sockets['Selection'] = self.get_selection()
                            break

                return Group(node_tree.name, named_sockets = new_sockets, **sockets)._out

            # Returns the function creating the group with the proper arguments
            return group_call

        # ---------------------------------------------------------------------------
        # Error message
        # ---------------------------------------------------------------------------

        is_node = true_name in dir(self.node)

        node_names = list(set([sock.name for sock in self.node._bnode.outputs]))
        tree_names = list(trees.keys())

        node_prox = utils.prox_names(true_name, node_names)
        tree_prox = utils.prox_names(true_name, tree_names)

        if is_node:
            msg = f"Perhaps you want to call the node method '{true_name}', use syntax: 'socket.node.{true_name}(...)' instead of 'socket.{true_name}'"
        elif len(node_prox):
            msg = f"Perhaps you wanted to access the peer socket '{node_prox[0]}' ({utils.snake_case(node_prox[0])})"
        elif len(tree_prox):
            msg = f"Perhaps you wanted to call the group '{tree_prox[0]}' ({utils.snake_case(tree_prox[0])})"
        else:
            msg = f"If you try to access a peer socket, the node sockets are given below:\n{repr(self.node)}"

        ne = NodeError(f"{type(self).__name__} socket doesn't have an attribute named '{name}'.\n{msg}")

        raise AttributeError(str(ne))

    # ====================================================================================================
    # Test a value in a list
    # ====================================================================================================

    @staticmethod
    def check_in_list(value, valids, context=""):
        if value in valids:
            return True
        raise NodeError(f"{context} value error: '{value}' is not valid.", valids=valids)

    # ====================================================================================================
    # To output
    # ====================================================================================================

    def out(self, name: str = None, panel: str = "", **props):
        """ Plug the value to the Group Output Node.

        ``` python
        with GeoNodes("Plug to group output"):
            # Create a cube
            geo = Mesh.Cube()
            # To Group Output geometry as socket named "Cube"
            geo.out("Cube")
        ```

        The "Do nothing" modifier is simply ``` Geometry().out() ```

        Parameters
        ----------
        name : str, optional
            socket name default=None.


        Returns
        -------
        None
        """
        self._is_empty(f"Impossible to link an empty socket (name: '{name}').")

        out_node = self._tree.get_output_node()
        out_node.set_input_socket(name=name, value=self, create=True, panel=panel, **props)

    # ====================================================================================================
    # Context management
    # ====================================================================================================

    def _push(self):

        from .treeclass import Layout

        self.node._push()

        # Push a Layout dedicated this context
        # (will be removed by arrange if no node is created)
        if self._use_layout:
            self._layout = Layout()
            self._layout.push()

    def _pop(self, error: bool = False):

        self.node._pop(error)

        # Pop inout capture and layout
        if self._use_layout:
            self._layout.pop()

    def __enter__(self):
        self._push()
        return self

    def __exit__(self, type, exc_value, traceback):
        ok = exc_value is None or isinstance(exc_value, Break)
        self._pop(not ok)

    # ====================================================================================================
    # Menu Switch
    # ====================================================================================================

    # ----------------------------------------------------------------------------------------------------
    # Constructor version
    # ----------------------------------------------------------------------------------------------------

    @classmethod
    def MenuSwitch(cls, 
                   named_sockets    : dict = {},
                   default_menu     : str = None,
                   **sockets):
        """ > Node Menu Switch

        The items of the Menu Switch node are provided in the 'items' dict.

        Parameters
        ----------
        named_sockets : dict, optional
            sockets to create default={}.

        default_menu : str, optional
            default menu value default=None.

        sockets : dict
            items


        Returns
        -------
        Socket
        """
        node = MenuNode('Menu Switch',
                named_sockets = named_sockets,
                data_type = SocketType(cls.SOCKET_TYPE).type,
                default_menu = default_menu,
                **sockets)

        return cls(node._out)

    # ----------------------------------------------------------------------------------------------------
    # Method version
    # ----------------------------------------------------------------------------------------------------

    def menu_switch(self,
                self_name       : str = 'Self', 
                named_sockets   : dict = {},
                default_menu    : str = None,
                **sockets):
        """ > Node Menu Switch

        [&NO_JUMP]

        Self is connected to the first menu item with the name provided as argument.

        The items of the Menu Switch node are provided in the 'items' dict.
        An group input socket named after the 'name' argument is linked to menu selector.

        Parameters
        ----------
        named_sockets : dict, optional
            sockets to create default={}.

        default_menu : str, optional
            default menu value default=None.

        sockets : dict
            items


        Returns
        -------
        Socket
        """        
        return self.MenuSwitch(named_sockets = {self_name: self, **named_sockets}, default_menu=default_menu, **sockets)

    # ====================================================================================================
    # Setting the menu
    # ====================================================================================================

    @property
    def menu(self):
        raise NodeError(f"Menu Switch error: 'menu' is a write only property.")

    @menu.setter
    def menu(self, value):
        if self.node._bnode.bl_idname != 'GeometryNodeMenuSwitch':
            raise NodeError(f"Impossible to set the menu, the socket {self} is not the output of a [Menu Switch] node")

        self.node.set_input_socket("menu", value)


    # ====================================================================================================
    # Index Switch
    # ====================================================================================================

    # ----------------------------------------------------------------------------------------------------
    # Constructor version
    # ----------------------------------------------------------------------------------------------------

    @classmethod
    def IndexSwitch(cls, *values, index = None, default_index: int = 0):
        """ > Node Index Switch

        ``` python
        with GeoNodes("IndexSwitch demo"):

            # Create some geometries
            geo    = Geometry()
            cube   = Mesh.Cube()
            sphere = Mesh.IcoSphere()
            cone   = Mesh.Cone()

            # Pick in this list
            pick_geo = Geometry.IndexSwitch(geo, cube, sphere, cone, index=tree.new_input("Geometry index", default_value=2))

            # Plug the result to the output
            pick_geo.out()
        ```

        Parameters
        ----------
        *values : Any
            List of Sockets to select into

        index : Integer, optional
            socket 'Index' (Index) default=None.

        default_index : int, optional
            default idex default=0.


        Returns
        -------
        Socket
        """
        #return IndexSwitchNode(*values, index=index, data_type=cls.input_type())._out
        return MenuNode('Index Switch', 
                        {str(i): value for i, value in enumerate(values)}, 
                        data_type=cls.SOCKET_TYPE, 
                        Index=index,
                        default_menu = default_index)._out

    # ----------------------------------------------------------------------------------------------------
    # Method version
    # ----------------------------------------------------------------------------------------------------

    def index_switch(self, *values, index = None, default_index: int = 0):
        """ > Node Index Switch

        ``` python
        with GeoNodes("index_switch demo") as tree:

            # Create some geometries
            geo    = Geometry()
            cube   = Mesh.Cube()
            sphere = Mesh.IcoSphere()
            cone   = Mesh.Cone()

            # Pick in this list
            pick_geo = geo.index_switch(cube, sphere, cone, index=tree.new_input("Geometry index", default_value=2))

            # Plug the result to the output
            pick_geo.out()
        ```

        Parameters
        ----------
        *values : Any
            List of Sockets to select into

        index : Integer, optional
            socket 'Index' (Index)

        default_index : int, default=0
            default idex

        Returns
        -------
        Socket
        """
        return self.IndexSwitch(self, *values, index=index, default_index=default_index)

    # ====================================================================================================
    # Switch
    # ====================================================================================================

    # ----------------------------------------------------------------------------------------------------
    # Constructor version
    # ----------------------------------------------------------------------------------------------------

    @classmethod
    def Switch(cls, condition=None, false=None, true=None):
        """ > Node Switch

        ``` python
        with GeoNodes("Switch demo"):

            # Two possible geometries
            cube   = Mesh.Cube()
            sphere = Mesh.IcoSphere()

            # Select
            geo = Geometry.Switch(Boolean(True, "Use Sphere"), cube, sphere)

            # To group output
            geo.out()
        ```

        Parameters
        ----------
        condition : Boolean
            socket 'Switch' (Switch)

        false
            socket 'False' (False)

        true
            socket 'True' (True)


        Returns
        -------
        Socket
        """
        input_type = SocketType(cls.SOCKET_TYPE).items_type
        return Node('Switch', {'Switch': condition, 'False': false, 'True': true}, input_type=input_type)._out

    # ----------------------------------------------------------------------------------------------------
    # Method version
    # ----------------------------------------------------------------------------------------------------

    def switch(self, condition=None, true=None):
        """ > Node Switch

        Self is connected to 'false' socket.

        !!! note
            switch returns self if global constant SWITCH_JUMP = True (default)
            set SWITCH_JUMP = False for legacy behavior

        ``` python
        with GeoNodes("Switch demo"):

            from geonodes.core import constants
            # Legacy behavior (default is True)
            constants.SWITCH_JUMP = False

            choice = Boolean(True, "Use Sphere")

            # Two possible geometries
            cube   = Mesh.Cube()
            sphere = Mesh.IcoSphere()

            # Select
            # Legacy behavior: cube is unchanged otherwise cube
            geo = cube.switch(choice, sphere)

            # To group output
            geo.out()
        ```

        Information
        -----------
        - Socket 'False' : self

        Parameters
        ----------
        condition : Boolean
            socket 'Switch' (Switch)

        true
            socket 'True' (True)


        Returns
        -------
        Socket (self)
        """
        res = self.Switch(condition=condition, false=self, true=true)
        if constants.SWITCH_JUMP:
            return self._jump(res)
        else:
            return res

    # ----------------------------------------------------------------------------------------------------
    # Alternative method version
    # ----------------------------------------------------------------------------------------------------

    def switch_false(self, condition=None, false=None):
        """ > Node Switch

        [&JUMP]

        Self is connected to 'true' socket.

        !!! important
            This methods behaves the inverse of switch : self is connected to "True" socket and  the argument to "False", socket

        !!! note
            This method is mainly provided to cover the case when 'False' socket is None

        ``` python
        with GeoNodes("Switch demo"):

            geo = Geometry()

            show_geometry = Boolean(False, "Merge with Cube")

            cube = Mesh.Cube()

            geo += cube.switch_false(show_geometry)

            # Is equivalent to
            geo += Geometry.Switch(show_geometry, None, cube)

            # To group output
            geo.out()
        ```

        !!! note
            This method let self socket unchanged. To set self socket to the result

        Information
        -----------
        - Socket 'True' : self

        Parameters
        ----------
        condition : Boolean
            socket 'Switch' (Switch)

        false
            socket 'False' (False)


        Returns
        -------
        Socket
        """
        res = self.Switch(condition=condition, false=false, true=self)
        if constants.SWITCH_JUMP:
            return self._jump(res)
        else:
            return res

    # ====================================================================================================
    # Loops
    # ====================================================================================================

    # ----------------------------------------------------------------------------------------------------
    # Repeat
    # ----------------------------------------------------------------------------------------------------

    def repeat(self, iterations=1, named_sockets: dict={}, **sockets):
        """ Repeat zone

        Parameters
        ----------
        iterations : Integer, default=1
            iteration socket

        named_sockets : dict, default={}
            named sockets

        sockets : dict, optional
            other sockets


        Returns
        -------
        ZoneIterator
        """
        class_name = type(self).__name__
        node = ZoneNode("Repeat", named_sockets={class_name: self, **named_sockets}, Iterations=iterations, **sockets)
        return ZoneIterator(self, node)

    # ----------------------------------------------------------------------------------------------------
    # Simulation
    # ----------------------------------------------------------------------------------------------------

    def simulation(self, named_sockets: dict={}, **sockets):
        """ Simulation zone

        Parameters
        ----------
        named_sockets : dict, default={}
            named sockets

        sockets : dict, optional
            other sockets

        Returns
        -------
        ZoneIterator
        """
        class_name = type(self).__name__
        node = ZoneNode("Simulation", named_sockets={class_name: self, **named_sockets}, **sockets)
        return ZoneIterator(self, node)

    # ====================================================================================================
    # Add the current tree as Socket method
    # ====================================================================================================

    def add_method(self, name: str = None, jump: bool = False, ret_class: type = None, **fixed):
        """ Add the current tree as a method of the Socket class.

        !!! important

            The socket instance must be an input socket of the Tree. This input plays the role of
            self argument.

        ``` python
        with GeoNodes("Translate"):
            geo = Geometry()
            v = Vector(0, "Translation)
            geo.transform(translation=v)

            geo.add_method(jump=True)
        ```

        Once the modifier completed, it can be called as a method of geometry ```geo.translate(translation=(1, 2, 3))```

        Parameters
        ----------
        name : str, optional
            replace the default name which is the snake case version of the group name default=None.

        ret_class : type, optional
            transtype the default node output default=None.

        jump : bool, optional
            the calling socket jumps to the node outpus after the call default=False.

        ret_class : type, optional
            transtype the result with this class if not None default=None.

        """

        if self.node._bnode.bl_idname != 'NodeGroupInput':
            raise NodeError(
                f"'add_method' can be called only from a 'Group Input' socket. "
                "This socket is used a 'self' argument when calling the method of {type(self).__name__}.")

        tree = Tree.current_tree()

        # ---------------------------------------------------------------------------
        # Method Body
        # ---------------------------------------------------------------------------

        socket_rank = self.node._outputs.get_socket_rank(self)
        socket_name = utils.snake_case(self._bsocket.name)


        def call(self_, *args, **kwargs):
            node = Group(tree._btree.name)
            if socket_rank >= len(args):
                new_args = args
                new_kwargs = {socket_name: self_, **kwargs}
            else:
                new_args = args[:socket_rank] + (self_,) + args[socket_rank:]
                new_kwargs = kwargs

            res = node.method_call(*new_args, ret_class=ret_class, **new_kwargs, **fixed)

            if jump:
                return self_._jump(res)
            else:
                return res

        # ---------------------------------------------------------------------------
        # Add the method to the class
        # ---------------------------------------------------------------------------

        if name is None:
            name = tree._btree.name[len(tree._prefix):].strip()
            name = utils.snake_case(name)

        class_ = type(self)
        if name in dir(class_):
            print(f"CAUTION: the method '{name}' (implementing group '{tree._btree.name}') already exists in class {class_}.")

        setattr(class_, name, call)


    # ====================================================================================================
    # Class Test
    # ====================================================================================================

    @staticmethod
    def _test_socket_to_data_type():

        from .utils import SOCKET_CLASSES
        from pprint import pprint

        # ----------------------------------------------------------------------------------------------------
        # Create the test tree
        # ----------------------------------------------------------------------------------------------------

        tree = bpy.data.node_groups.get("Test")
        if tree is None:
            tree = bpy.data.node_groups.new("Test", 'GeometryNodeTree')

        tree.nodes.clear()

        # ----------------------------------------------------------------------------------------------------
        # Loop on nodes
        # ----------------------------------------------------------------------------------------------------

        tested_nodes        = {}
        tests               = {}
        data_type_to_socket = {}
        socket_to_data_type = {}
        orphans             = set()
        mults               = set()

        for type_name in dir(bpy.types):

            # Create the node

            try:
                node = tree.nodes.new(type_name)
            except:
                continue

            # data_type and input_type params

            T = type(node)
            param_name = None
            for name in ['data_type', 'input_type']:
                if name in dir(node):
                    param_name = name
                    break

            if param_name is None:
                continue

            # List of valid identifier
            # dt_to_sock : all socket types giving the data_type

            dt_to_sock = {enum.identifier: [] for enum in T.bl_rna.properties[param_name].enum_items}

            # Register
            tested_nodes[node.name] = {'param_name': param_name, 'enums': tuple(dt_to_sock.keys())}

            # Test identical lists once
            key = str(set(dt_to_sock.keys()))
            if key in tests:
                tests[key]['nodes'].append(node.name)
                continue

            # loop on SOCKET_TYPE

            sock_to_dt = {}
            for socket_type in SOCKET_CLASSES:

                st = SocketType(socket_type)

                # The core method to test
                dt = st.get_data_type_for_node(socket_type, node.bl_idname, param_name, on_error='NONE')

                # We have a result
                if dt is not None:
                    sock_to_dt[st.class_name] = dt
                    dt_to_sock[dt].append(st.class_name)

                    l = socket_to_data_type.get(st.class_name, set())
                    l.add(dt)
                    socket_to_data_type[st.class_name] = l

                    l = data_type_to_socket.get(dt, set())
                    l.add(st.class_name)
                    data_type_to_socket[dt] = l


            # Register the result
            tests[key] = {
                "nodes"      : [node.name],
                "sock_to_dt" : sock_to_dt,
                "dt_to_sock" : dt_to_sock,
                }

            # Check that all possible choices are reached
            # Could happen with the node 'Store Named Attribute' for instance

            node_orphans = set()
            node_mults = set()
            for k, v in dt_to_sock.items():
                if len(v) == 0:
                    node_orphans.add(k)
                elif len(v) > 1:
                    node_mults.add((k, v))

            orphans = orphans.union(node_orphans)
            mults = mults.union(node_mults)

        # ----------------------------------------------------------------------------------------------------
        # Print the results
        # ----------------------------------------------------------------------------------------------------

        print('-'*100)
        print("Test Socket to data_type")
        print('-'*100)
        print()
        print(f"Nodes: {len(tested_nodes)}")
        for k, v in tested_nodes.items():
            print(f"- {k:25s} : {v['param_name']}")
        print()

        print(f"Enums: {len(tests)}")
        for k, v in tests.items():
            print(f"{len(v['nodes'])} :", tuple(v['dt_to_sock'].keys()))        
        print()

        print("Socket -> data_type")
        for k, v in socket_to_data_type.items():
            print(f"- {k:15s} :", v)
        print()

        print("data_type -> Socket")
        for k, v in data_type_to_socket.items():
            print(f"- {k:15s} :", v)
        print()

        print("Orphans: data_type not coming from a Socket")
        pprint(orphans)
        print()

        print("Mults: sockets giving the same data_type")
        pprint(mults)
        print()

    @staticmethod
    def _class_test():

        from .utils import SOCKET_CLASSES
        from .geonodes import GeoNodes
        from .geometry_class import Geometry
        from .sock_float import Float
        from .treeclass import Layout
        from .sock_color import Color
        from .sock_rotation import Rotation
        from .sock_vector import Vector
        from .sock_matrix import Matrix

        Socket._test_socket_to_data_type()

        with GeoNodes("Socket Class Test") as tree:

            # Create inputs
            for stype, klass in SOCKET_CLASSES.items():
                if stype == 'SHADER':
                    continue
                class_name = klass.__name__
                a = klass(name=class_name)

            # Getting existing inputs
            for stype, klass in SOCKET_CLASSES.items():
                if stype in ['SHADER', 'MENU']:
                    continue
                class_name = klass.__name__
                klass.Input(class_name).out(f"Out {class_name}")

            # Constants
            with Layout("Constants"):
                for stype, klass in SOCKET_CLASSES.items():
                    if stype == 'SHADER':
                        continue
                    a = klass()

            # Arrays
            with Layout("Colors"):
                Color(.8).out(panel="Color")
                Color((.1, .2, .3)).out(panel="Color")
                Color((.1, .2, .3, .4)).out(panel="Color")
                Color(Float(.89)).out(panel="Color")
                Color((Float(.5), 0, 0)).out(panel="Color")
                Color((0, Float(.5), 1)).out(panel="Color")
                Color((Float(.5), Float(.5), Float(.5), Float(.5))).out(panel="Color")

            with Layout("Vector"):
                Vector(.8).out(panel="Vector")
                Vector((.1, .2, .3)).out(panel="Vector")
                Vector(Float(.89)).out(panel="Vector")
                Vector((Float(.5), 0, 0)).out(panel="Vector")
                Vector((0, Float(.5), 1)).out(panel="Vector")
                Vector((Float(.5), Float(.5), Float(.5))).out(panel="Vector")

            with Layout("Rotation"):
                Rotation(.8).out(panel="Rotation")
                Rotation((.1, .2, .3)).out(panel="Rotation")
                Rotation(Float(.89)).out(panel="Rotation")
                Rotation((Float(.5), 0, 0)).out(panel="Rotation")
                Rotation((0, Float(.5), 1)).out(panel="Rotation")
                Rotation((Float(.5), Float(.5), Float(.5))).out(panel="Rotation")

            with Layout("Matrix"):
                Matrix(.8).out(panel="Matrix")
                Matrix([i for i in range(16)]).out(panel="Matrix")
                Matrix([Float(i) for i in range(16)]).out(panel="Matrix")

_interface_socket property

Return the interface socket if exists

An interface socket exists when the socket a tree input or output socket or when it is the socket of a group

Returns:

Type Description
Interface Socket

_name property

Return the name or the label

Returns:

Type Description
str

default is ""

_panel_name property

Return the name of the panel

Returns:

Type Description
str

default is ""

is_grid property

bool property

Returns True if socket is a grid (inferred_structure_type == 'GRID').

node_color property writable

Node color

Returns:

Type Description
SysColor

node_label property writable

Node Label

Returns:

Type Description
str

Constant(value, user_label='') classmethod

Create an input socket from a constant Node.

Parameters:

Name Type Description Default
value Any

constant default value default=None.

required
user_label str

socket name (used to rename nodes if not None) default="".

''
Source code in core/socket_class.py
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@classmethod
def Constant(cls, value: None, user_label: str = ""):
    """ Create an input socket from a constant Node.

    Parameters
    ----------
    value : Any, optional
        constant default value default=None.

    user_label : str, optional
        socket name (used to rename nodes if not None) default="".

    """

    # ---------------------------------------------------------------------------
    # Ensure array
    # ---------------------------------------------------------------------------

    def get_shaped(v, *shapes):
        r = np.ravel(v)
        shape = np.shape(r)
        if shape in shapes:
            return tuple(r)

        if shape == (1,):
            return tuple(np.resize(r, shapes[0]))

        raise NodeError(
            f"The value <{v}> can't be transformed in a valid initial value for {SocketType(cls.SOCKET_TYPE).class_name}."
        )

    # ---------------------------------------------------------------------------
    # Does the array contain sockets
    # ---------------------------------------------------------------------------

    def has_sockets(a):
        for v in a:
            if SocketType.get_bsocket(v) is not None:
                return True
        return False

    # ---------------------------------------------------------------------------
    # Default value
    # ---------------------------------------------------------------------------

    socket_type = SocketType(cls.SOCKET_TYPE)
    if cls.SOCKET_TYPE not in ['RGBA', 'VECTOR', 'ROTATION', 'MATRIX']:
        def_val = socket_type.get_default_from_value(value)

    # ---------------------------------------------------------------------------
    # Depending on the socket type
    # ---------------------------------------------------------------------------

    if cls.SOCKET_TYPE == 'BOOLEAN':
        return Node('Boolean', boolean=def_val)._out._ul(user_label)

    elif cls.SOCKET_TYPE == 'BUNDLE':
        return Node("Combine Bundle")._out._ul(user_label)

    elif cls.SOCKET_TYPE == 'CLOSURE':
        socket = ZoneNode.Closure().closure
        socket._use_layout = False
        return socket._ul(user_label)

    elif cls.SOCKET_TYPE == 'COLLECTION':
        return Node('Collection', collection=def_val)._out._ul(user_label)

    elif cls.SOCKET_TYPE == 'RGBA':

        if value is None:
            a = (0, 0, 0, 1)
        elif isinstance(value, str):
            #a = colors.to_color(value)
            a = SysColor(value).rgba
        else:
            a = get_shaped(value, (4,), (3,))

        if has_sockets(a):
            if Tree.is_geonodes():
                node = Node('Combine Color', {0: a[0], 1: a[1], 2:a[2]})
                if len(a) == 4:
                    node.alpha = a[3]
                return node._out._ul(user_label)
            else:
                return Node('Combine Color', {0: a[0], 1: a[1], 2:a[2]})._out._ul(user_label)

        else:
            def_val = SocketType('COLOR').get_default_from_value(a)
            if Tree.is_geonodes():
                return Node('Color', value=def_val)._out._ul(user_label)

            else:
                socket = Node('Color')._out
                socket._bsocket.default_value = def_val
                return socket._ul(user_label)

    elif cls.SOCKET_TYPE == 'IMAGE':
        return Node('Image', image=def_val)._out._ul(user_label)

    elif cls.SOCKET_TYPE == 'INT':
        return Node('Integer', integer=def_val)._out._ul(user_label)

    elif cls.SOCKET_TYPE == 'MATERIAL':
        return Node('Material', material=def_val)._out._ul(user_label)

    elif cls.SOCKET_TYPE == 'MATRIX':

        if value is None:
            a = (1, 0, 0, 0,   0, 1, 0, 0,   0, 0, 1, 0,   0, 0, 0, 1)
        else:
            a = get_shaped(value, (16,))

        return Node('Combine Matrix', named_sockets = {i: a[i] for i in range(16)})._out._ul(user_label)

    elif cls.SOCKET_TYPE == 'MENU':
        return Node('Menu Switch')._out._ul(user_label)

    elif cls.SOCKET_TYPE == 'OBJECT':
        return Node('Object', object=def_val)._out._ul(user_label)

    elif cls.SOCKET_TYPE == 'FONT':
        return cls.NewInput("Font", value)

    elif cls.SOCKET_TYPE == 'ROTATION':

        if value is None:
            a = (0, 0, 0)
        else:
            a = get_shaped(value, (3,))

        if has_sockets(a):
            return Node('Combine XYZ', x=a[0], y=a[1], z=a[2])._out.to_rotation()._ul(user_label)
        else:
            return Node('Rotation', rotation_euler=a)._out._ul(user_label)

    elif cls.SOCKET_TYPE == 'STRING':
        return Node('String', string=def_val)._out._ul(user_label)

    elif cls.SOCKET_TYPE == 'VALUE':
        node = Node('Value')
        node._bnode.outputs[0].default_value = def_val
        return node._out._ul(user_label)

    elif cls.SOCKET_TYPE == 'VECTOR':

        if value is None:
            a = (0, 0, 0)
        else:
            a = get_shaped(value, (3,))

        if has_sockets(a):
            return Node('Combine XYZ', x=a[0], y=a[1], z=a[2])._out._ul(user_label)
        else:
            return Node('Vector', vector=a)._out._ul(user_label)

    elif cls.SOCKET_TYPE == 'GEOMETRY':
        raise NodeError(f"There is no node to create a Geometry. Use explicit constructors such as 'Mesh.Cube()', 'Curve.Spiral()' or 'Cloud.Points().")

    else:
        assert False, f"Shouldn't happen {socket_type}"

Empty(value=None) classmethod

Create an empty socket.

An empty socket is used temporarily as an input for nodes with dynamic sockets:

Parameters:

Name Type Description Default
value Any

default value default=None.

None
Source code in core/socket_class.py
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@classmethod
def Empty(cls, value = None):
    """ Create an empty socket.

    An empty socket is used temporarily as an input for nodes with dynamic sockets:

    Parameters
    ----------
    value : Any, optional
        default value default=None.

    """
    socket = cls(constants.EMPTY_SOCKET)
    socket._bsocket = SocketType(cls.SOCKET_TYPE).get_default_from_value(value)
    return socket

IndexSwitch(*values, index=None, default_index=0) classmethod

Node Index Switch

with GeoNodes("IndexSwitch demo"):

    # Create some geometries
    geo    = Geometry()
    cube   = Mesh.Cube()
    sphere = Mesh.IcoSphere()
    cone   = Mesh.Cone()

    # Pick in this list
    pick_geo = Geometry.IndexSwitch(geo, cube, sphere, cone, index=tree.new_input("Geometry index", default_value=2))

    # Plug the result to the output
    pick_geo.out()

Parameters:

Name Type Description Default
*values Any

List of Sockets to select into

()
index Integer

socket 'Index' (Index) default=None.

None
default_index int

default idex default=0.

0

Returns:

Type Description
Socket
Source code in core/socket_class.py
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@classmethod
def IndexSwitch(cls, *values, index = None, default_index: int = 0):
    """ > Node Index Switch

    ``` python
    with GeoNodes("IndexSwitch demo"):

        # Create some geometries
        geo    = Geometry()
        cube   = Mesh.Cube()
        sphere = Mesh.IcoSphere()
        cone   = Mesh.Cone()

        # Pick in this list
        pick_geo = Geometry.IndexSwitch(geo, cube, sphere, cone, index=tree.new_input("Geometry index", default_value=2))

        # Plug the result to the output
        pick_geo.out()
    ```

    Parameters
    ----------
    *values : Any
        List of Sockets to select into

    index : Integer, optional
        socket 'Index' (Index) default=None.

    default_index : int, optional
        default idex default=0.


    Returns
    -------
    Socket
    """
    #return IndexSwitchNode(*values, index=index, data_type=cls.input_type())._out
    return MenuNode('Index Switch', 
                    {str(i): value for i, value in enumerate(values)}, 
                    data_type=cls.SOCKET_TYPE, 
                    Index=index,
                    default_menu = default_index)._out

Input(name, panel='', halt=True) classmethod

Get an exist input socket from its name and panel.

Note

The "input" socket here is an "output" socket of the current input node

To create a input socket use NewInput.

If the 'name' argument is None, the first socket of the proper type is returned.

Raises:

Type Description
- NodeError if socket is not found and halt is requested

Parameters:

Name Type Description Default
name str | None

socket name

required
panel str

panel name default="".

''
halt bool

raises an error if not found default=True.

True

Returns:

Type Description
Socket
Source code in core/socket_class.py
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@classmethod
def Input(cls, name: str, panel: str = "", halt: bool = True):
    """ Get an exist input socket from its name and panel.

    !!! note
        The "input" socket here is an "output" socket of the current input node

    To create a input socket use NewInput.

    If the 'name' argument is None, the first socket of the proper type is returned.

    Raises
    ------
    - NodeError if socket is not found and halt is requested

    Parameters
    ----------
    name : str | None
        socket name

    panel : str, optional
        panel name default="".

    halt : bool, optional
        raises an error if not found default=True.


    Returns
    -------
    Socket
    """
    in_node = Tree.current_tree().get_input_node()

    include = None if name is None else [name]
    bsockets = in_node.get_sockets('OUTPUT', include=include, panel=panel)

    for _, bsock in bsockets:
        if SocketType(bsock).type == cls.SOCKET_TYPE: # and utils.snake_case(sock_name) == utils.snake_case(name):
            return cls(bsock._bsocket)._ul(name)

    if halt:
        sname = "" if name is None else f" named '{name}'"
        raise NodeError(
            f"There is no {SocketType(cls.SOCKET_TYPE).class_name} input socket{sname}.\n"
            f"Available sockets are : {[bsock[0] for bsock in in_node.get_sockets('OUTPUT')]}.")

    return None

MenuSwitch(named_sockets={}, default_menu=None, **sockets) classmethod

Node Menu Switch

The items of the Menu Switch node are provided in the 'items' dict.

Parameters:

Name Type Description Default
named_sockets dict

sockets to create default={}.

{}
default_menu str

default menu value default=None.

None
sockets dict

items

{}

Returns:

Type Description
Socket
Source code in core/socket_class.py
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@classmethod
def MenuSwitch(cls, 
               named_sockets    : dict = {},
               default_menu     : str = None,
               **sockets):
    """ > Node Menu Switch

    The items of the Menu Switch node are provided in the 'items' dict.

    Parameters
    ----------
    named_sockets : dict, optional
        sockets to create default={}.

    default_menu : str, optional
        default menu value default=None.

    sockets : dict
        items


    Returns
    -------
    Socket
    """
    node = MenuNode('Menu Switch',
            named_sockets = named_sockets,
            data_type = SocketType(cls.SOCKET_TYPE).type,
            default_menu = default_menu,
            **sockets)

    return cls(node._out)

Named(name) classmethod

Node Named Attribute

Information
  • Parameter 'data_type' : 'BOOLEAN'

Parameters:

Name Type Description Default
name String

socket 'Name' (id: Name)

required

Returns:

Type Description
Boolean
Source code in core/socket_class.py
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@classmethod
def Named(cls, name):
    """ > Node Named Attribute

    Information
    -----------
    - Parameter 'data_type' : 'BOOLEAN'

    Parameters
    ----------
    name : String
        socket 'Name' (id: Name)


    Returns
    -------
    Boolean
    """
    if SocketType(cls.SOCKET_TYPE).class_name not in constants.ATTRIBUTE_CLASSES:
        raise NodeError(
            f"The class {SocketType(cls.SOCKET_TYPE).class_name} is not an attribute.\n"
            f"Attribute classes are: {constants.ATTRIBUTE_CLASSES}")

    node = Node('Named Attribute', name=name)
    data_type = SocketType(cls.SOCKET_TYPE).get_node_data_type(
        tree_type = node._tree._btree.bl_idname,
        bl_idname = node._bnode.bl_idname,
        halt = True)

    node.set_parameter('data_type', data_type)

    return node._out._ul(name)

NewInput(name, value=None, tip='', panel='', **props) classmethod

Create an new input socket

Note

The "input" socket here is an "output" socket of the current input node

To get an existing input socket use Input.

Raises:

Type Description
- NodeError if socket is not found

Parameters:

Name Type Description Default
name str

socket name

required
value Any

default_value default=None.

None
tip str

description default="".

''
panel str: None

panel name

''

Returns:

Type Description
Socket
Source code in core/socket_class.py
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@classmethod
def NewInput(cls,
        name: str, 
        value       = None, 
        tip: str    = "", 
        panel: str  = "", 
        **props):
    """ Create an new input socket

    !!! note
        The "input" socket here is an "output" socket of the current input node

    To get an existing input socket use Input.

    Raises
    ------
    - NodeError if socket is not found

    Parameters
    ----------
    name : str
        socket name

    value : Any, optional
        default_value default=None.

    tip : str, optional
        description default="".

    panel : str: None
        panel name


    Returns
    -------
    Socket
    """
    if value is None:
        defval = None
    else:
        defval = SocketType(cls.SOCKET_TYPE).get_default_from_value(value)
        new_props = {**props}

        if 'default' in new_props:
            new_props['default'] = defval

        elif 'default_value' in new_props:
            new_props['default_value'] = defval

        else:
            if 'default' not in constants.SOCKETS[cls.SOCKET_TYPE]['props']:
                raise NodeError(f"The {SocketType(cls.SOCKET_TYPE).class_name} socket doesn't accept a default value. Value argument <{value}> is invalid.")

            new_props['default_value'] = defval

        props = new_props

    return cls(Tree.current_tree().create_input_socket(
        SocketType(cls.SOCKET_TYPE).socket_id,
        name         = name,
        tip          = tip,
        panel        = panel,
        **props))

Switch(condition=None, false=None, true=None) classmethod

Node Switch

with GeoNodes("Switch demo"):

    # Two possible geometries
    cube   = Mesh.Cube()
    sphere = Mesh.IcoSphere()

    # Select
    geo = Geometry.Switch(Boolean(True, "Use Sphere"), cube, sphere)

    # To group output
    geo.out()

Parameters:

Name Type Description Default
condition Boolean

socket 'Switch' (Switch)

None
false

socket 'False' (False)

None
true

socket 'True' (True)

None

Returns:

Type Description
Socket
Source code in core/socket_class.py
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@classmethod
def Switch(cls, condition=None, false=None, true=None):
    """ > Node Switch

    ``` python
    with GeoNodes("Switch demo"):

        # Two possible geometries
        cube   = Mesh.Cube()
        sphere = Mesh.IcoSphere()

        # Select
        geo = Geometry.Switch(Boolean(True, "Use Sphere"), cube, sphere)

        # To group output
        geo.out()
    ```

    Parameters
    ----------
    condition : Boolean
        socket 'Switch' (Switch)

    false
        socket 'False' (False)

    true
        socket 'True' (True)


    Returns
    -------
    Socket
    """
    input_type = SocketType(cls.SOCKET_TYPE).items_type
    return Node('Switch', {'Switch': condition, 'False': false, 'True': true}, input_type=input_type)._out

__init__(socket=None, name=None, tip='', panel='', user_label=None, **props)

Parameters:

Name Type Description Default
socket NodeSocket

the output socket to wrap default=None.

None
name str

input name if not None default=None.

None
tip str

description default="".

''
panel str

panel name default="".

''
user_label str

user label default=None.

None
Source code in core/socket_class.py
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def __init__(self, 
        socket  = None, 
        name         : str = None, 
        tip          : str = "",
        panel        : str = "",
        user_label   : str = None,
        **props):
    """

    Parameters
    ----------
    socket : NodeSocket, optional
        the output socket to wrap default=None.

    name : str, optional
        input name if not None default=None.

    tip : str, optional
        description default="".

    panel : str, optional
        panel name default="".

    user_label : str, optional
        user label default=None.

    """

    # ---------------------------------------------------------------------------
    # Attributes
    # ---------------------------------------------------------------------------

    self._layout      = None
    self._use_layout  = True
    self._tree        = Tree.current_tree()
    self._bsocket     = None

    self._reset()

    # ---------------------------------------------------------------------------
    # Socket is a Node
    # ---------------------------------------------------------------------------

    if isinstance(socket, Node):
        socket = socket._out

    # ---------------------------------------------------------------------------
    # Empty socket
    # ---------------------------------------------------------------------------

    if utils.request_empty(socket):
        return

    # ---------------------------------------------------------------------------
    # Socket is a string
    # ---------------------------------------------------------------------------

    socktype = self._socket_type
    cname = socktype.class_name

    if isinstance(socket, str):

        # Named attribute (but colors because the string can be the name of a color)
        if (cname in constants.ATTRIBUTE_CLASSES) and (cname != 'Color'):
            self._bsocket = self.Named(socket)._bsocket
            return

    # ---------------------------------------------------------------------------
    # Let's get the socket
    # ---------------------------------------------------------------------------

    self._bsocket = utils.get_bsocket(socket)
    if self._bsocket is not None:

        if self._bsocket.type != self.SOCKET_TYPE:

            # "Bundle Get Item" like nodes : we change the data_type
            node = self.node

            blid = node._bnode.bl_idname
            if blid == 'NodeGetBundleItem'and self.SOCKET_TYPE in utils.get_node_param_enum(blid, 'socket_type'):
                node._bnode.socket_type = self.SOCKET_TYPE
                self._bsocket = utils.get_enabled_bsocket(node, 'Item')

        return

    # ---------------------------------------------------------------------------
    # No name: we create from a constant Node
    # The socket argument is the value to set
    # ---------------------------------------------------------------------------

    if name is None:
        if socktype == 'GEOMETRY':
            new_socket = self.Input(None, halt=False)
            if new_socket is None:
                new_socket = self.NewInput(type(self).__name__)
            self._bsocket = new_socket._bsocket
        else:
            self._bsocket = self.Constant(socket, user_label=user_label)._bsocket

    # ---------------------------------------------------------------------------
    # With a name, we request the creation from current input
    # ---------------------------------------------------------------------------

    else:
        # Font : make sure it is a font 
        if self.SOCKET_TYPE == 'FONT':
            socket = blender.get_font(socket)

        # Socket can be the default value
        if socket is not None:

            if 'default' not in constants.SOCKETS[self._socket_type.type]['props']:
                raise NodeError(f"The {self._socket_type()} socket doesn't accept default value. <{socket}> is not valid.")

            # Perhaps it is given in the props
            def_key = 'default' if 'default' in props else None
            if def_key is None:
                def_key = 'default_value' if 'default_value' in props else None

            if def_key is None:
                props = {'value': socket, **props}

        new_socket = self.NewInput(name, tip=tip, panel=panel, **props)
        self._bsocket = new_socket._bsocket
        self._use_layout = new_socket._use_layout

_get_bsocket_from_input(name=None)

Get the availble input socket if any.

The socket is get a an OUTPUT socket of the current input.

Parameters:

Name Type Description Default
name str

name filter default=None.

None

Returns:

Type Description
Socket

or None if not found

Source code in core/socket_class.py
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def _get_bsocket_from_input(self, name: str = None) -> bpy.types.NodeSocket:
    """ Get the availble input socket if any.

    The socket is get a an OUTPUT socket of the current input.

    Parameters
    ----------
    name : str, optional
        name filter default=None.


    Returns
    -------
    Socket
        or None if not found

    """
    in_node = self._tree.get_input_node()

    include = None if name is None else [name]

    bsockets = in_node.get_sockets('OUTPUT', include=include)
    for _, bsock in bsockets:
        if SocketType(bsock).type == self.SOCKET_TYPE:
            return bsock._bsocket
    else:
        return None

_jump(socket, reset=True)

Change the wrapped output socket

When changing the socket, the description is copied to the new socket. The node color, if any, is also propagated.

Parameters:

Name Type Description Default
socket NodeSocket

the new output socket to jump to

required
reset bool

reset the cache default=True.

True

Returns:

Type Description
self
Source code in core/socket_class.py
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def _jump(self, socket: bpy.types.NodeSocket, reset: bool = True):
    """ Change the wrapped output socket

    When changing the socket, the description is copied to the new socket.
    The node color, if any, is also propagated.

    Parameters
    ----------
    socket : bpy.types.NodeSocket
        the new output socket to jump to

    reset : bool, optional
        reset the cache default=True.


    Returns
    -------
    self
    """

    # Keep user label stored in socket description
    user_label = self.user_label

    bsocket = utils.get_bsocket(socket)
    if bsocket is None:
        raise NodeError(f"Socket error: Impossible to jump to socket {socket}")

    self._bsocket = bsocket
    if reset:
        self._reset()

    # Restore user label
    self.user_label = user_label


    return self

_lc(label=None, color=None)

Set node label and color.

This method returns self to be chained to as socket:

with GeoNodes("Node label and color"):
    Geometry().out()

    a = Float(10)._lc("Var a")
    b = Float(10)._lc("Var b")
    c = (a + b)._lc("a + b", (1, 0, 0))

Parameters:

Name Type Description Default
label str

node label default=None.

None
color SysColor

node color default=None.

None

Returns:

Type Description
self
Source code in core/socket_class.py
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def _lc(self, label: str = None, color: SysColor = None):
    """ Set node label and color.

    This method returns self to be chained to as socket:

    ``` python
    with GeoNodes("Node label and color"):
        Geometry().out()

        a = Float(10)._lc("Var a")
        b = Float(10)._lc("Var b")
        c = (a + b)._lc("a + b", (1, 0, 0))
    ```

    Parameters
    ----------
    label : str, optional
        node label default=None.

    color : SysColor, optional
        node color default=None.


    Returns
    -------
    self
    """

    if self.node._bnode.bl_idname == 'NodeGroupInput':
        return self

    self.node_label = label
    self.node_color = color
    self.user_label = label

    return self

_ul(label)

Set the user label

Parameters:

Name Type Description Default
label str

the label to append

required

Returns:

Type Description
self
Source code in core/socket_class.py
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def _ul(self, label : str):
    """ Set the user label

    Parameters
    ----------
    label : str
        the label to append


    Returns
    -------
    self
    """
    self.user_label = label
    return self

add_method(name=None, jump=False, ret_class=None, **fixed)

Add the current tree as a method of the Socket class.

Important

The socket instance must be an input socket of the Tree. This input plays the role of self argument.

with GeoNodes("Translate"):
    geo = Geometry()
    v = Vector(0, "Translation)
    geo.transform(translation=v)

    geo.add_method(jump=True)

Once the modifier completed, it can be called as a method of geometry geo.translate(translation=(1, 2, 3))

Parameters:

Name Type Description Default
name str

replace the default name which is the snake case version of the group name default=None.

None
ret_class type

transtype the default node output default=None.

None
jump bool

the calling socket jumps to the node outpus after the call default=False.

False
ret_class type

transtype the result with this class if not None default=None.

None
Source code in core/socket_class.py
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def add_method(self, name: str = None, jump: bool = False, ret_class: type = None, **fixed):
    """ Add the current tree as a method of the Socket class.

    !!! important

        The socket instance must be an input socket of the Tree. This input plays the role of
        self argument.

    ``` python
    with GeoNodes("Translate"):
        geo = Geometry()
        v = Vector(0, "Translation)
        geo.transform(translation=v)

        geo.add_method(jump=True)
    ```

    Once the modifier completed, it can be called as a method of geometry ```geo.translate(translation=(1, 2, 3))```

    Parameters
    ----------
    name : str, optional
        replace the default name which is the snake case version of the group name default=None.

    ret_class : type, optional
        transtype the default node output default=None.

    jump : bool, optional
        the calling socket jumps to the node outpus after the call default=False.

    ret_class : type, optional
        transtype the result with this class if not None default=None.

    """

    if self.node._bnode.bl_idname != 'NodeGroupInput':
        raise NodeError(
            f"'add_method' can be called only from a 'Group Input' socket. "
            "This socket is used a 'self' argument when calling the method of {type(self).__name__}.")

    tree = Tree.current_tree()

    # ---------------------------------------------------------------------------
    # Method Body
    # ---------------------------------------------------------------------------

    socket_rank = self.node._outputs.get_socket_rank(self)
    socket_name = utils.snake_case(self._bsocket.name)


    def call(self_, *args, **kwargs):
        node = Group(tree._btree.name)
        if socket_rank >= len(args):
            new_args = args
            new_kwargs = {socket_name: self_, **kwargs}
        else:
            new_args = args[:socket_rank] + (self_,) + args[socket_rank:]
            new_kwargs = kwargs

        res = node.method_call(*new_args, ret_class=ret_class, **new_kwargs, **fixed)

        if jump:
            return self_._jump(res)
        else:
            return res

    # ---------------------------------------------------------------------------
    # Add the method to the class
    # ---------------------------------------------------------------------------

    if name is None:
        name = tree._btree.name[len(tree._prefix):].strip()
        name = utils.snake_case(name)

    class_ = type(self)
    if name in dir(class_):
        print(f"CAUTION: the method '{name}' (implementing group '{tree._btree.name}') already exists in class {class_}.")

    setattr(class_, name, call)

index_switch(*values, index=None, default_index=0)

Node Index Switch

with GeoNodes("index_switch demo") as tree:

    # Create some geometries
    geo    = Geometry()
    cube   = Mesh.Cube()
    sphere = Mesh.IcoSphere()
    cone   = Mesh.Cone()

    # Pick in this list
    pick_geo = geo.index_switch(cube, sphere, cone, index=tree.new_input("Geometry index", default_value=2))

    # Plug the result to the output
    pick_geo.out()

Parameters:

Name Type Description Default
*values Any

List of Sockets to select into

()
index Integer

socket 'Index' (Index)

None
default_index int

default idex

0

Returns:

Type Description
Socket
Source code in core/socket_class.py
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def index_switch(self, *values, index = None, default_index: int = 0):
    """ > Node Index Switch

    ``` python
    with GeoNodes("index_switch demo") as tree:

        # Create some geometries
        geo    = Geometry()
        cube   = Mesh.Cube()
        sphere = Mesh.IcoSphere()
        cone   = Mesh.Cone()

        # Pick in this list
        pick_geo = geo.index_switch(cube, sphere, cone, index=tree.new_input("Geometry index", default_value=2))

        # Plug the result to the output
        pick_geo.out()
    ```

    Parameters
    ----------
    *values : Any
        List of Sockets to select into

    index : Integer, optional
        socket 'Index' (Index)

    default_index : int, default=0
        default idex

    Returns
    -------
    Socket
    """
    return self.IndexSwitch(self, *values, index=index, default_index=default_index)

Link input sockets of the node

Allow to chain input sockets linking.

Source code in core/socket_class.py
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def link_inputs(self,
    from_node   : Node = None,
    from_panel  : str = "",
    *,
    include     : list =  None,
    exclude     : list  = [],
    panel       : str = "",
    ):
    """ Link input sockets of the node

    Allow to chain input sockets linking.
    """
    self.node.link_inputs(from_node, from_panel=from_panel, include=include, exclude=exclude, panel=panel)
    return self

Link panel input sockets of the node

Allow to chain input sockets linking.

Source code in core/socket_class.py
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def link_panel(self, panel: str, from_node : Node = None):
    """ Link panel input sockets of the node

    Allow to chain input sockets linking.
    """
    self.node.link_panel(panel, from_node=from_node)
    return self

menu_switch(self_name='Self', named_sockets={}, default_menu=None, **sockets)

Node Menu Switch

[&NO_JUMP]

Self is connected to the first menu item with the name provided as argument.

The items of the Menu Switch node are provided in the 'items' dict. An group input socket named after the 'name' argument is linked to menu selector.

Parameters:

Name Type Description Default
named_sockets dict

sockets to create default={}.

{}
default_menu str

default menu value default=None.

None
sockets dict

items

{}

Returns:

Type Description
Socket
Source code in core/socket_class.py
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def menu_switch(self,
            self_name       : str = 'Self', 
            named_sockets   : dict = {},
            default_menu    : str = None,
            **sockets):
    """ > Node Menu Switch

    [&NO_JUMP]

    Self is connected to the first menu item with the name provided as argument.

    The items of the Menu Switch node are provided in the 'items' dict.
    An group input socket named after the 'name' argument is linked to menu selector.

    Parameters
    ----------
    named_sockets : dict, optional
        sockets to create default={}.

    default_menu : str, optional
        default menu value default=None.

    sockets : dict
        items


    Returns
    -------
    Socket
    """        
    return self.MenuSwitch(named_sockets = {self_name: self, **named_sockets}, default_menu=default_menu, **sockets)

out(name=None, panel='', **props)

Plug the value to the Group Output Node.

with GeoNodes("Plug to group output"):
    # Create a cube
    geo = Mesh.Cube()
    # To Group Output geometry as socket named "Cube"
    geo.out("Cube")

The "Do nothing" modifier is simply Geometry().out()

Parameters:

Name Type Description Default
name str

socket name default=None.

None

Returns:

Type Description
None
Source code in core/socket_class.py
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def out(self, name: str = None, panel: str = "", **props):
    """ Plug the value to the Group Output Node.

    ``` python
    with GeoNodes("Plug to group output"):
        # Create a cube
        geo = Mesh.Cube()
        # To Group Output geometry as socket named "Cube"
        geo.out("Cube")
    ```

    The "Do nothing" modifier is simply ``` Geometry().out() ```

    Parameters
    ----------
    name : str, optional
        socket name default=None.


    Returns
    -------
    None
    """
    self._is_empty(f"Impossible to link an empty socket (name: '{name}').")

    out_node = self._tree.get_output_node()
    out_node.set_input_socket(name=name, value=self, create=True, panel=panel, **props)

repeat(iterations=1, named_sockets={}, **sockets)

Repeat zone

Parameters:

Name Type Description Default
iterations Integer

iteration socket

1
named_sockets dict

named sockets

{}
sockets dict

other sockets

{}

Returns:

Type Description
ZoneIterator
Source code in core/socket_class.py
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def repeat(self, iterations=1, named_sockets: dict={}, **sockets):
    """ Repeat zone

    Parameters
    ----------
    iterations : Integer, default=1
        iteration socket

    named_sockets : dict, default={}
        named sockets

    sockets : dict, optional
        other sockets


    Returns
    -------
    ZoneIterator
    """
    class_name = type(self).__name__
    node = ZoneNode("Repeat", named_sockets={class_name: self, **named_sockets}, Iterations=iterations, **sockets)
    return ZoneIterator(self, node)

simulation(named_sockets={}, **sockets)

Simulation zone

Parameters:

Name Type Description Default
named_sockets dict

named sockets

{}
sockets dict

other sockets

{}

Returns:

Type Description
ZoneIterator
Source code in core/socket_class.py
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def simulation(self, named_sockets: dict={}, **sockets):
    """ Simulation zone

    Parameters
    ----------
    named_sockets : dict, default={}
        named sockets

    sockets : dict, optional
        other sockets

    Returns
    -------
    ZoneIterator
    """
    class_name = type(self).__name__
    node = ZoneNode("Simulation", named_sockets={class_name: self, **named_sockets}, **sockets)
    return ZoneIterator(self, node)

switch(condition=None, true=None)

Node Switch

Self is connected to 'false' socket.

Note

switch returns self if global constant SWITCH_JUMP = True (default) set SWITCH_JUMP = False for legacy behavior

with GeoNodes("Switch demo"):

    from geonodes.core import constants
    # Legacy behavior (default is True)
    constants.SWITCH_JUMP = False

    choice = Boolean(True, "Use Sphere")

    # Two possible geometries
    cube   = Mesh.Cube()
    sphere = Mesh.IcoSphere()

    # Select
    # Legacy behavior: cube is unchanged otherwise cube
    geo = cube.switch(choice, sphere)

    # To group output
    geo.out()
Information
  • Socket 'False' : self

Parameters:

Name Type Description Default
condition Boolean

socket 'Switch' (Switch)

None
true

socket 'True' (True)

None

Returns:

Type Description
Socket(self)
Source code in core/socket_class.py
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def switch(self, condition=None, true=None):
    """ > Node Switch

    Self is connected to 'false' socket.

    !!! note
        switch returns self if global constant SWITCH_JUMP = True (default)
        set SWITCH_JUMP = False for legacy behavior

    ``` python
    with GeoNodes("Switch demo"):

        from geonodes.core import constants
        # Legacy behavior (default is True)
        constants.SWITCH_JUMP = False

        choice = Boolean(True, "Use Sphere")

        # Two possible geometries
        cube   = Mesh.Cube()
        sphere = Mesh.IcoSphere()

        # Select
        # Legacy behavior: cube is unchanged otherwise cube
        geo = cube.switch(choice, sphere)

        # To group output
        geo.out()
    ```

    Information
    -----------
    - Socket 'False' : self

    Parameters
    ----------
    condition : Boolean
        socket 'Switch' (Switch)

    true
        socket 'True' (True)


    Returns
    -------
    Socket (self)
    """
    res = self.Switch(condition=condition, false=self, true=true)
    if constants.SWITCH_JUMP:
        return self._jump(res)
    else:
        return res

switch_false(condition=None, false=None)

Node Switch

[&JUMP]

Self is connected to 'true' socket.

Important

This methods behaves the inverse of switch : self is connected to "True" socket and the argument to "False", socket

Note

This method is mainly provided to cover the case when 'False' socket is None

with GeoNodes("Switch demo"):

    geo = Geometry()

    show_geometry = Boolean(False, "Merge with Cube")

    cube = Mesh.Cube()

    geo += cube.switch_false(show_geometry)

    # Is equivalent to
    geo += Geometry.Switch(show_geometry, None, cube)

    # To group output
    geo.out()

Note

This method let self socket unchanged. To set self socket to the result

Information
  • Socket 'True' : self

Parameters:

Name Type Description Default
condition Boolean

socket 'Switch' (Switch)

None
false

socket 'False' (False)

None

Returns:

Type Description
Socket
Source code in core/socket_class.py
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def switch_false(self, condition=None, false=None):
    """ > Node Switch

    [&JUMP]

    Self is connected to 'true' socket.

    !!! important
        This methods behaves the inverse of switch : self is connected to "True" socket and  the argument to "False", socket

    !!! note
        This method is mainly provided to cover the case when 'False' socket is None

    ``` python
    with GeoNodes("Switch demo"):

        geo = Geometry()

        show_geometry = Boolean(False, "Merge with Cube")

        cube = Mesh.Cube()

        geo += cube.switch_false(show_geometry)

        # Is equivalent to
        geo += Geometry.Switch(show_geometry, None, cube)

        # To group output
        geo.out()
    ```

    !!! note
        This method let self socket unchanged. To set self socket to the result

    Information
    -----------
    - Socket 'True' : self

    Parameters
    ----------
    condition : Boolean
        socket 'Switch' (Switch)

    false
        socket 'False' (False)


    Returns
    -------
    Socket
    """
    res = self.Switch(condition=condition, false=false, true=self)
    if constants.SWITCH_JUMP:
        return self._jump(res)
    else:
        return res