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++
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
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

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.

A container is a data structure, which contains data represented by other objects (its elements). The number of container elements is not limited.

Container Types:

  • Sequence Containers: Vectors
  • Associative Containers: Maps

Vector#

Vector is a sequence container, which represents an array of flexible size. Vector elements can be randomly accessed by their indices. Note that Unigine vector uses 0 -based indexes, just like C++ arrays.

You can use the following instruction to create a vector of a fixed size:

Source code (UnigineScript)
int vector[10];
vector[3] = 30;
  • If you want to add a value to the vector, you can use container function append(). In the example below, a new value is appended to the end of the vector:
    Source code (UnigineScript)
    vector.append(20);
  • Also you can remove elements of the vector.
    Source code (UnigineScript)
    vector.remove(1); // remove the 2nd element
  • To change the vector size use the resize() function. It is possible to extend or reduce the vector size. For example, you can reduce its size to 5:
    Source code (UnigineScript)
    vector.resize(5);
  • To get the vector size use the size() function.
    Source code (UnigineScript)
    int size = vector.size();
  • Sometimes it is necessary to delete all the vector elements. If you want to set the vector size to 0 use the clear() function.
    Notice
    The clear function does not delete the vector.
    Source code (UnigineScript)
    vector.clear();
  • You can sort the vector in the ascending order. If the sort() function receives the vector as an argument, it will be sorted by the values of the first vector.
    Source code (UnigineScript)
    vector1[0] = ( 3, 2, 10, 8 );
    vector2[0] = ( 2, 1, 5, 7 );
    
    vector1.sort();
    vector1.sort(vector2);
  • To find a position of the element use find(). The function in the example below returns-1 if the element is not found. Also it can receive one or two arguments.
    Source code (UnigineScript)
    int id = vector.find(value);

Note that when an empty vector is declared, it is required to specify its size:

Source code (UnigineScript)
int vector[0];

A vector can be filled with values at the moment of initialization.

Source code (UnigineScript)
int array[5] = ( 1, -4, 2, 10, 73 );
Notice
In UnigineScript, a list of vector items are enclosed in simple parentheses () instead of curly braces {} that are used in C++.

You can mix components of different types in a vector.

Source code (UnigineScript)
int a[6] = ( 0, 1, 2, vec3(1,2,3), -7.83, "end" );

Note that you always manipulate with references to the vectors, but not with the vectors themselves. That is why when you assign one vector to another, it means that you simply copy the reference. Once the vector is destroyed, its references aren't functional anymore.

Notice
Vectors cannot contain other vectors and maps. If you need this functionality, use classes Unigine::Vector and Unigine::Map provided by the data/core/scripts/array.h file.

It is possible to index four-component vectors. Only ivec4 type is supported for such array indexing. Four values are returned as:

  • ivec4 if the array type isint or long
  • vec4 if the array type isfloat
  • dvec4 if the array type isdouble
(The first value in the array is checked for a type.)
Source code (UnigineScript)
int array[0] = ( 0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100 );
ivec4 vector = array[ivec4( 0, 3, 5, 9 )];

// the vector components are: ( 0, 30, 50, 90 )

Maps#

A map is a type that maps values to keys. Elements of the map are represented by key-value pairs.

Keys are used to identify the elements of the map. Each key is associated with a value. The types of key and value can be different. For example, the following map contains the integer keys and the string values.:

Source code (UnigineScript)
int map[] = ( 1 : "one", 2 : "two", 3 : "three", 4 : "four" );

You can create a map almost the same way as a vector.

Source code (UnigineScript)
int map[];
map["key"] = 20;
You can change a map by using the container functions:
  • To add a key and a value to the map use append(). You can append a new key or a key-value pair to the map.
    Notice
    If such a key already exists, then its value will be replaced with the new one.
    In the example below, a new key-value pair is appended to the map:
    Source code (UnigineScript)
    map.append("key",20);
  • Also it is possible to remove the element with the key key.
    Source code (UnigineScript)
    map.remove(key);
  • To get the size of the map use the size() function.
    Source code (UnigineScript)
    int size = map.size();
  • If you want to delete all the map elements use the clear() function.
    Notice
    The clear function does not delete the map.
    Source code (UnigineScript)
    map.clear();
  • To find a position of the value element use find(). The function in the example below returns-1 if the value is not found. Also it can receive one or two arguments.
    Source code (UnigineScript)
    int id = map.find(value);

Note that when an empty map is declared, its size isn't specified:

Source code (UnigineScript)
int map[];

A map can be filled with values at the moment of initialization.

Notice
In UnigineScript, a list of vector items are enclosed in simple parentheses () instead of curly braces {} that are used in C++.
Source code (UnigineScript)
int map[] = ( "red" : 2, "black" : 5, "yellow" : 0 );

You can mix values of different types in a map, but all map keys must be of the same type, because there should be comparison operators defined for all keys.

Source code (UnigineScript)
int a[] = ( "red" : 1, "blue" : -1.82, "green" : vec3(1,2,3), "black" : "end" );

Note that you always manipulate with references to the maps, but not with the maps themselves. That is why when you assign one map to another, it means that you simply copy the reference. Once the map is destroyed, its references aren't functional anymore.

Notice
Maps cannot contain other vectors and maps. If you need this functionality, use classes Unigine::Vector and Unigine::Map provided by the data/core/scripts/array.h file.
Last update: 2024-08-16
Build: ()