This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

UnigineScript Containers

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.

You can work with UnigineScript containers from C++ side via Unigine API, that is, with:

See also#

An example can be found in <UnigineSDK>/source/samples/Api/Scripts/Arrays/ directory.

Container Export Example#

Unigine vectors and maps can be accessed via:

Notice
To enumerate all of the ArrayMap elements, use the special ArrayMap::Iterator class.

C++ Side#

Create setter and getter functions that receive Unigine containers and handle their elements. Then, export the created functions in order to use them in the script.

Notice
You should specify the array declaration as the last argument of the MakeExternFunction() if your array functions receive an array as an argument.
Source code (C++)
MakeExternFunction(&my_array_vector_set,"[]")
Source code (C++)
#include <string>
#include <UnigineInterpreter.h>
#include <UnigineEngine.h>

/*
*/
using namespace Unigine;

/******************************************************************************\
*
* User defined array functions
*
\******************************************************************************/

/*
*/
void my_array_vector_set(const Variable &id,int index,const Variable &v) {
	ArrayVector vector = ArrayVector::get(Interpreter::get(),id);
	vector.set(index,v);
}

Variable my_array_vector_get(const Variable &id,int index) {
	ArrayVector vector = ArrayVector::get(Interpreter::get(),id);
	return vector.get(index);
}

/*
 */
void my_array_map_set(const Variable &id,const Variable &key,const Variable &v) {
	ArrayMap map = ArrayMap::get(Interpreter::get(),id);
	map.set(key,v);
}

Variable my_array_map_get(const Variable &id,const Variable &key) {
	ArrayMap map = ArrayMap::get(Interpreter::get(),id);
	return map.get(key);
}

/*
 */
void my_array_vector_generate(const Variable &id) {
	ArrayVector vector = ArrayVector::get(Interpreter::get(),id);
	vector.clear();
	for(int i = 0; i < 4; i++) {
		vector.append(Variable(i * i));
	}
	vector.remove(0);
	vector.append(Variable("128"));
}

void my_array_map_generate(const Variable &id) {
	ArrayMap map = ArrayMap::get(Interpreter::get(),id);
	map.clear();
	for(int i = 0; i < 4; i++) {
		map.append(Variable(i * i),Variable(i * i));
	}
	map.remove(Variable(0));
	map.append(Variable(128),Variable("128"));
}

/*
 */

void my_array_vector_enumerate(const Variable &id) {
	ArrayVector vector = ArrayVector::get(Interpreter::get(),id);
	for(int i = 0; i < vector.size(); i++) {
		Log::message("%d: %s\n",i,vector.get(i).getTypeInfo().get());
	}
}

void my_array_map_enumerate_forward(const Variable &id) {
	ArrayMap map = ArrayMap::get(Interpreter::get(),id);
	ArrayMap::Iterator end = map.end();
	for(ArrayMap::Iterator it = map.begin(); it != end; ++it) {
		Log::message("%d: %s\n",it.key().getInt(),it.get().getTypeInfo().get());
	}
}

void my_array_map_enumerate_backward(const Variable &sid) {
	ArrayMap map = ArrayMap::get(Interpreter::get(),id);
	ArrayMap::Iterator end = map.end();
	for(ArrayMap::Iterator it = map.back(); it != end; --it) {
		Log::message("%d: %s\n",it.key().getInt(),it.get().getTypeInfo().get());
	}
}

/******************************************************************************\
*
* Main
*
\******************************************************************************/

/*
*/
int main(int argc,char **argv) {
	
	// export functions
	Interpreter::addExternFunction("my_array_vector_set",MakeExternFunction(&my_array_vector_set,"[]"));
	Interpreter::addExternFunction("my_array_vector_get",MakeExternFunction(&my_array_vector_get,"[]"));
	Interpreter::addExternFunction("my_array_map_set",MakeExternFunction(&my_array_map_set,"[]"));
	Interpreter::addExternFunction("my_array_map_get",MakeExternFunction(&my_array_map_get,"[]"));
	Interpreter::addExternFunction("my_array_vector_generate",MakeExternFunction(&my_array_vector_generate,"[]"));
	Interpreter::addExternFunction("my_array_map_generate",MakeExternFunction(&my_array_map_generate,"[]"));
	Interpreter::addExternFunction("my_array_vector_enumerate",MakeExternFunction(&my_array_vector_enumerate,"[]"));
	Interpreter::addExternFunction("my_array_map_enumerate_forward",MakeExternFunction(&my_array_map_enumerate_forward,"[]"));
	Interpreter::addExternFunction("my_array_map_enumerate_backward",MakeExternFunction(&my_array_map_enumerate_backward,"[]"));
	
	// init engine
	Engine *engine = Engine::init(argc,argv);
	
	// enter main loop
	engine->main();
	
	// shutdown engine
	Engine::shutdown();
	
	return 0;
}

Access from Script#

And here is how the exported custom functions can be used back in UnigineScript:

Source code (UnigineScript)
// my_world.usc

/*
*/
int init() {
	
	/////////////////////////////////
	
	log.warning("\naccess to vector\n\n");
	
	int vector[] = ( 0, 1 );
	
	for(int i = 0; i < 2; i++) {
		log.message("vector %d: %s\n",i,typeinfo(my_array_vector_get(vector,i)));
		my_array_vector_set(vector,i,string(i));
		log.message("vector %d: %s\n",i,typeinfo(my_array_vector_get(vector,i)));
	}
	
	/////////////////////////////////
	
	log.warning("\naccess to map\n\n");
	
	int map[] = ( 0 : 0, 1 : 1 );
	
	for(int i = 0; i < 2; i++) {
		log.message("map %d: %s\n",i,typeinfo(my_array_map_get(map,i)));
		my_array_map_set(map,i,string(i));
		log.message("map %d: %s\n",i,typeinfo(my_array_map_get(map,i)));
	}
	
	/////////////////////////////////
	
	log.warning("\nvector generation\n\n");
	
	my_array_vector_generate(vector);
	
	foreachkey(int i; vector) {
		log.message("vector %d: %s\n",i,typeinfo(vector[i]));
	}
	
	/////////////////////////////////
	
	log.warning("\nmap generation\n\n");
	
	my_array_map_generate(map);
	
	foreachkey(int i; map) {
		log.message("map %d: %s\n",i,typeinfo(map[i]));
	}
	
	/////////////////////////////////
	
	log.warning("\nvector enumeration\n\n");
	
	my_array_vector_enumerate(vector);
	
	/////////////////////////////////
	
	log.warning("\nmap forward enumeration\n\n");
	
	my_array_map_enumerate_forward(map);
	
	/////////////////////////////////
	
	log.warning("\nmap backward enumeration\n\n");
	
	my_array_map_enumerate_backward(map);
	
	/////////////////////////////////
	
	// show console
	engine.console.setActivity(1);
	
	return 1;
}

Output#

The following result will be printed into the console:

Output
access to vector

vector 0: int: 0
vector 0: string: "0"
vector 1: int: 1
vector 1: string: "1"

access to map

map 0: int: 0
map 0: string: "0"
map 1: int: 1
map 1: string: "1"

vector generation

vector 0: int: 1
vector 1: int: 4
vector 2: int: 9
vector 3: string: "128"

map generation

map 1: int: 1
map 4: int: 4
map 9: int: 9
map 128: string: "128"

vector enumeration

0: int: 1
1: int: 4
2: int: 9
3: string: "128"

map forward enumeration

1: int: 1
4: int: 4
9: int: 9
128: string: "128"

map backward enumeration

128: string: "128"
9: int: 9
4: int: 4
1: int: 1
Last update: 2024-08-16
Build: ()