This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Math Common Functions

Warning
UnigineScript is deprecated and will be removed in future releases. Please consider using C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScipt is not guaranteed, as the current level of support assumes only fixing critical issues.

This class represents a collection of common math functions.

Variable abs ( Variable arg ) #

Returns the absolute value of the argument.

Arguments

Return value

Absolute value of arg.

Variable bezier ( vec4 times, Variable values, float time ) #

Calculates the value of a cubic Bezier function for t = time.

A cubic Bezier curve is represented by 4 points. Po is the start point, P1 and P2 are control points 1 and 2 and P3 is the end point. The start and end point denote the beginning and end points of the path and the control points determine how the path moves from the start to the finish. As can be seen from the image, the only variable changing is t which determines how far the path has progressed from P0 to P3. Cubic Bezier curves are used as timing functions particularly for keyframe interpolation.

Arguments

  • vec4 times - Coordinates of the four points of the curve along the horizontal T (times) axis in the range [0.0f, 1.0f].
  • Variable values - Coordinates of the four points of the curve along the vertical V (values) axis in the range [0.0f, 1.0f]. They can either be of vec4 or dvec4 types.
  • float time - Time in the range [0, 1], for which the value of the Bezier function is to be calculated.

Return value

Value of the Bezier function.

Variable ceil ( Variable arg ) #

Ceiling function that returns the smallest integer value that is not less than arg. For vectors ceiling values are obtained per component.

Arguments

Return value

Smallest integer value not less than arg. The type of return value depends on the argument type:
  • float for int, long, float arguments
  • double for double arguments
  • vec4 for vec4 arguments
  • dvec3 for dvec3 arguments
  • dvec4 for dvec4 arguments

Examples

Source code
float a = ceil(2.3) // a = 3.0

Variable clamp ( Variable v, Variable min, Variable max ) #

Clamps a value within the specified min and max limits.

Arguments

  • Variable v - Argument. Can be of the following types:
  • Variable min - Minimum limit. Type must be the same as the type of v.

    If the first argument is int, it can also be string:

    • If a string is empty, it will equal to int(0).
    • If a string is nonempty, it will equal to int(1).
  • Variable max - Maximum limit. Type must be the same as the type of v.

    If the first argument is int, it can also be string:

    • If a string is empty, it will equal to int(0).
    • If a string is nonempty, it will equal to int(1).

Return value

Clamped value within min and max limits:
  • max, if v > max
  • min, if v < min
  • otherwise, v

int compare ( Variable v0, Variable v1, Variable epsilon = 1e-6 ) #

Compares two variables of the same type according to the specified degree of precision. The following formula is used:

Source code (C++)
fabs(v0 - v1) < (fabs(v0) + fabs(v1) + 1.0) * eps

Arguments

Return value

1 if v0 is equal to v1; otherwise, 0.

quat conjugate ( quat q ) #

Returns the conjugate of a given quaternion.

Arguments

  • quat q - Quaternion.

Return value

Conjugate of a given quaternion.

Variable cross ( Variable v0, Variable v1 ) #

Cross product of two vectors (either vec3 or dvec3).

Arguments

  • Variable v0 - First vector. Can be of the following types:
  • Variable v1 - Second vector (of the same type as v0 vector).

Return value

Cross product of v0 and v1 (vec3, dvec3 or ivec3).

Variable dot ( Variable v0, Variable v1 ) #

Dot product of vectors:
  • It is possible to obtain a dot product of vec3 and vec4, as well as a dot product of dvec3 and dvec4. In this case, w component of the four-component vector is added to the dot product of first three components of vectors.
  • A dot product of ivec3, ivec4 and quat requires the second argument to be exactly of the same type.

Arguments

  • Variable v0 - First argument. Can be of the following types:
  • Variable v1 - Second argumet. Can be one of the same of similar types as v0.

Return value

Dot product of v0 and v1:
  • float if case of vec3 or vec4
  • double if case of dvec3 or dvec4
  • int if case of ivec3 or ivec4

Examples

Source code (UnigineScript)
printf("%f\n",dot(vec3(1,2,3),vec3(1,2,3)));
printf("%f\n",dot(vec3(1,2,3),vec4(1,2,3,4)));
/*
result is:
14.000000
18.000000
*/

Variable dot3 ( Variable v0, Variable v1 ) #

Dot product only of three components of vectors. In case an argument is a four-component vector, its w component is ignored.
It is possible to obtain a dot product of vec3 and vec4, as well as a dot product of dvec3 and dvec4. But a dot product of vec3 and dvec3, for example, cannot be computed.

Arguments

  • Variable v0 - First vector. Can be of the following types:
  • Variable v1 - Second vector. Can be one of similar types as v0.

Return value

Dot product of v0 and v1:
  • float if case of vec3 or vec4
  • double if case of dvec3 or dvec4

Examples

Source code (UnigineScript)
printf("%f\n",dot3(vec3(1,2,3),vec3(1,2,3)));
printf("%f\n",dot3(vec3(1,2,3),vec4(1,2,3,4)));
/*
result is:
14.000000
14.000000
*/

Variable floor ( Variable arg ) #

Rounds an argument down to the nearest integer. For vectors values are obtained per component.

Arguments

Return value

Largest integer value not greater than arg. The type of return value depends on the argument type:

Examples

Source code
float a = floor(2.3) // a = 2.0

Variable frac ( Variable arg ) #

Returns the fractional part of the argument. For vectors values are obtained per component.
Source code
float a = frac(3.141593); // a = 0.141593

Arguments

Return value

Fractional part of arg (arg - floor (arg)). The type of return value depends on the argument type:

  • float for int, long, float arguments
  • double for double arguments
  • vec4 for vec4 arguments
  • dvec3 for dvec3 arguments
  • dvec4 for dvec4 arguments

getAngle ( Variable v0, Variable v1 ) #

Returns the angle (in degrees) between the given first and second vectors. The angle returned is the unsigned acute angle between the two vectors. This means the smaller of the two possible angles is used.

Arguments

  • Variable v0 - First vector (from which the angular difference is measured). Can be of the following types:
  • Variable v1 - Second vector (to which the angular difference is measured). Can be of the following types:

Return value

Angle between the given vectors, in degrees within the range [0.0; 180.0].

float getAngle ( vec3 v0, vec3 v1, vec3 up ) #

Returns the signed angle (in degrees) between the given first and second vectors relative to the specified "up" vector.

Arguments

  • vec3 v0 - First vector (from which the angular difference is measured).
  • vec3 v1 - Second vector (to which the angular difference is measured).
  • vec3 up - Up vector, around which the other two vectors are rotated.

Return value

Angle between the given vectors, in degrees within the range [-180.0; 180.0].

float gradient4 ( float x, vec4 gradient ) #

Returns a gradient value for the specified argument using four key components. The gradient value is determined as follows:
Source code
smoothstep(gradient.x, gradient.y, x) - smoothstep(gradient.z, gradient.w, x);
See the smoothstep() method.

Arguments

  • float x - Argument.
  • vec4 gradient - Vector with four key components.

Return value

Gradient value.

Variable length ( Variable vector ) #

Calculates the length of a given vector.

Arguments

Return value

Vector length:
  • float for vec3 and vec4 arguments
  • double for dvec3 and dvec4 arguments

Variable length2 ( Variable vector ) #

Calculates the squared length of a given vector. This method is much faster than length() - the calculation is basically the same only without the slow Sqrt call. If you are using lengths simply to compare distances, then it is faster to compare squared lengths against the squares of distances as the comparison gives the same result.

Arguments

Return value

Squared length of the vector (X 2 + Y 2 + Z 2):
  • float for vec3 and vec4 arguments
  • double for dvec3 and dvec4 arguments
  • int for ivec3 and ivec4 arguments

Variable lerp ( Variable v0, Variable v1, Variable k ) #

Linear interpolation between two values according to the following formula:
v0 + (v1 - v0) * k
Notice
For quaternions, the function uses a spherical interpolation algorithm (slerp).

Arguments

  • Variable v0 - Start value. Can be of the following types:
  • Variable v1 - End value. Must be the same type as v0.
  • Variable k - Value from 0 to 1 indicating the weight of v1. Can be of the following types:
    • int
    • long
    • float
    • double
    • string if arguments are ivec3 or ivec4:
      • If a string is empty, it will equal to int(0).
      • If a string is nonempty, it will equal to int(1).

Return value

Interpolated value.

Variable max ( Variable arg1, Variable arg2 ) #

Finds the highest value.

Arguments

  • Variable arg1 - First argument. Can be of the following types:
  • Variable arg2 - Second argument. Type must be the same as the type of arg1.

    If arg1 is int, the second argument can also be string:

    • If a string is empty, it will equal to int(0).
    • If a string is nonempty, it will equal to int(1).

Return value

Numerically highest of the parameter values.

Variable min ( Variable arg1, Variable arg2 ) #

Finds the lowest value.

Arguments

  • Variable arg1 - First argument. Can be of the following types:
  • Variable arg2 - Second argument. Type must be the same as the type of arg1.

    If arg1 is int, the second argument can be string:

    • If a string is empty, it will equal to int(0).
    • If a string is nonempty, it will equal to int(1).

Return value

Numerically lowest of the parameter values.

Variable normalize3 ( Variable v ) #

Depending on the argument type, function performs the following:
  • Normalizes the X, Y, Z components of the given vector.
  • Recalculates the w component of the given quaternion.

Arguments

  • Variable v - Argument of one of the following types:
    • vec4 v - A vector of 4 float components.
    • dvec4 v - A vector of 4 double components.
    • quat v - A quaternion.

Return value

Normalized vector or quaternion.

Examples

You can use the normalize3() function when you need to restore the w component of the quaternion, for example:

Source code (UnigineScript)
vec3 t = vec3(1.0f,0.0f,0.0f); // the tangent basis: tangent vector
vec3 b = vec3(0.0f,1.0f,0.0f); // binormal vector
vec3 n = vec3(0.0f,0.0f,1.0f); // normal vector
vec4 tangent = orthoTangent(t,b,n); // this is the mesh compressed tangent vector

quat compact_tangent_quat = quat(tangent); // convert vec4 to quat; currently the last component of the tangent vector contains the sign of the binormal
quat normalized_quat = normalize3(compact_tangent_quat); // normalize quat; now you have the correct quaternion

Variable normalize ( Variable vector ) #

Normalizes a vector.

Arguments

Return value

Normalized vector.

int npot ( int arg ) #

Rounds up to the nearest power of two value.

Arguments

  • int arg - Argument.

Return value

The nearest upper power of 2 number.

Variable rcp ( Variable arg ) #

Returns the reciprocal of the specified argument. For vectors values are obtained per component.

Arguments

Return value

1.0 / arg
The type of return value depends on the argument type:

Variable round ( Variable arg ) #

Rounds an argument to the nearest integer value. For vectors values are obtained per component.
Notice
In halfway cases, when an argument has a fractional part of exactly 0.5, the function rounds away from zero to the integer with larger magnitude.
  • 3.5 -> 4
  • - 3.5 -> - 4

Arguments

Return value

Nearest integer value. The type of return value depends on the argument type:

Examples

Source code
float a = round(2.3)  					// a = 2.0
float b = round(5.5)  					// b = 6.0
float c = round(-5.5) 					// c = -6.0
Vec3 d = round(Vec3(1.2, 1.8, -1.5)) 	// d = (1.0, 2.0, -2.0)

Variable saturate ( Variable v ) #

Clamps values within the range of 0.0 to 1.0.

Arguments

Return value

Clamped argument within 0.0 and 1.0. 1.0, if v > 1.0 ; 0.0 if v < 0.0 ; otherwise, v.

Variable sign ( Variable arg ) #

Returns the sign of the argument. For vectors values are obtained per component.

Arguments

Return value

Sign of arg. 1.0 if arg >= 0.0 ; -1.0 if arg < 0.0.
The type of return value depends on the argument type:

Variable smoothstep ( Variable x ) #

Returns a smooth Hermite interpolation between 0 and 1, if x is in the range [0, 1].

It is convenient for creating a sequence of transitions using smoothstep to interpolate each segment as an alternative to using more sophisticated or expensive interpolation techniques.

Arguments

  • Variable x - Value to be interpolated. Can be of the following types:

Return value

One of the following values:
  • 0 if x is less than 0;
  • 1 if x is greater than 1;
  • interpolated value between 0 and 1 if x is in the range [0, 1].

The type of return value depends on the argument type:
  • float for float arguments
  • double for double arguments

Variable smoothstep ( Variable edge0, Variable edge1, Variable x ) #

Returns a smooth Hermite interpolation between 0 and 1, if x is in the range [edge0, edge1].

It is convenient for creating a sequence of transitions using smoothstep to interpolate each segment as an alternative to using more sophisticated or expensive interpolation techniques.

Arguments

  • Variable edge0 - Left edge value. Can be of the following types:
  • Variable edge1 - Right edge value. Can be of the following types:
  • Variable x - Value to be interpolated. Can be of the following types:

Return value

One of the following values:
  • 0 if x is less than edge0;
  • 1 if x is greater than edge1;
  • interpolated value between 0 and 1 if x is in the range [edge0, edge1].

The type of return value depends on the argument type:
  • float for float arguments
  • double for double arguments

Variable smootherstep ( Variable x ) #

Returns a smooth interpolation between 0 and 1 using a fifth-order polynomial function, if x is in the range [0, 1].

It is convenient for creating a sequence of transitions using smoothstep to interpolate each segment as an alternative to using more sophisticated or expensive interpolation techniques.

Arguments

  • Variable x - Value to be interpolated. Can be of the following types:

Return value

One of the following values:
  • 0 if x is less than 0;
  • 1 if x is greater than 1;
  • interpolated value between 0 and 1 if x is in the range [0, 1].

The type of return value depends on the argument type:
  • float for float arguments
  • double for double arguments

Variable smootherstep ( Variable edge0, Variable edge1, Variable x ) #

Returns a smooth interpolation between 0 and 1 using a fifth-order polynomial function, if x is in the range [edge0, edge1].

It is convenient for creating a sequence of transitions using smoothstep to interpolate each segment as an alternative to using more sophisticated or expensive interpolation techniques.

Arguments

  • Variable edge0 - Left edge value. Can be of the following types:
  • Variable edge1 - Right edge value. Can be of the following types:
  • Variable x - Value to be interpolated. Can be of the following types:

Return value

One of the following values:
  • 0 if x is less than edge0;
  • 1 if x is greater than edge1;
  • interpolated value between 0 and 1 if x is in the range [edge0, edge1].

The type of return value depends on the argument type:
  • float for float arguments
  • double for double arguments

int udiv ( int x, int y ) #

Performs integer division with rounding up.

Arguments

  • int x - First argument.
  • int y - Second argument.

Return value

The rounded up quotient of two arguments that satisfies the following condition: y * z >= x.
Last update: 2020-04-30
Build: ()