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#
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

Data Types

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.

In UnigineScript, Dynamical Typing is used. It means that type checking is performed during code execution.

Information about the Container Types (maps and vectors) can be found here.

Fundamental Data Types#

A variable can hold the following Fundamental Data Types:

Name Description Size Range
int Integer 4 bytes signed: -2147483648 to 2147483647
long Long Integer 8 bytes signed: –9223372036854775808 to 9223372036854775807
float Floating Point Number 4 bytes +/- 3.4e +/- 38 (~7 digits)
double Double Precision Floating Point Number 8 bytes +/- 1.7e +/- 308 (~15 digits)
string A String of Characters
enum A Set of Integer Constants with Names 2 bytes signed: -2147483648 to 2147483647

int#

Represents an integer number. The initial value is 0.

You can use decimal (base-10), hexadecimal (base-16) or ASCII character notation, with an optional preceding sign (- or +).

Source code (UnigineScript)
int a = -123;	// negative number, decimal
int b = 0x1E;	// hexadecimal number (equivalent to 30 in decimal notation)
int c = 'N';	// character from the ASCII table (equivalent to 78 in decimal notation)

long#

Represents a long integer. This data type is used when you need a range of values wider than those provided by int. The initial value is 0L.

You can use decimal (base-10) or hexadecimal (base-16) notations with a mandatory l or L postfix and an optional preceding sign (- or +).

Notice
If there is no l or L postfix, a value is considered as int.

Source code (UnigineScript)
long a = -123456789123456L;	// negative number, decimal
long b = 0x1EL;	// hexadecimal number

float#

A single-precision (32-bit) floating point value. The initial value is 0.0f.

You can use any of the following notations, with a mandatory f or F postfix and an optional preceding sign (- or +).

Notice
If there is no f or F after the number, it is considered a double.

Source code (UnigineScript)
float a = 3.14f;	// decimal notation
float b = 1.8e15F;	// exponential notation
float c = 9.5E-7F;	// exponential notation

double#

Represents a double DC2-precision (64-bit) floating point value. The initial value is 0.0.

Source code (UnigineScript)
double a = 3.14;	// decimal notation
double b = 1.8e15;	// exponential notation
double c = 9.5E-7;	// exponential notation

string#

A string of characters. The initial value is an empty string.

Notice
Unlike C++, UnigineScript doesn't require null-termination of strings.

Source code (UnigineScript)
string a = "sequence of characters";
string b = "long " + a;	// b = "long sequence of characters"
Strings can be concatenated not only with strings but with variables of any base type due to type casting.
Source code (UnigineScript)
int b = 4;
string c = "sequence of " + b + " characters";	// d = "sequence of 4 characters"
string d = string(b) + " characters";	// d = "4 characters"

enum#

A set of integer constants with names assigned to them.

By default, values start from 0 and then increase from element to element:

Source code (UnigineScript)
enum {
	KEY_UP,		// 0
	KEY_DOWN,	// 1
	KEY_LEFT,	// 2
	KEY_RIGHT,	// 3
};
But you can set a value explicitly:
Source code (UnigineScript)
enum {
	KEY_F1 = 100,	// 100
	KEY_F2, 	// 101
	KEY_F3 = 0x1E, 	// 30
	KEY_F4,		// 31
};
For example, you can use the constants as follows:
Source code (UnigineScript)
int key = 3;
if (key == KEY_RIGHT) {
	log.message("go right\n");
};

// the output is: go right

You can also set the value of previously specified enums. For example:

Source code (UnigineScript)
enum {
	KEY_NEW = KEY_UP,
};

3D Related Data Types#

vec3#

A vector of three float components. The initial value is(0.0f,0.0f,0.0f).

You can set a vector the following ways:

  • As an object. In this case, all three vector components are specified.
    Source code (UnigineScript)
    vec3 a;
    a = vec3(2.0f,-3.1f,0.5f);
    Notice
    Vector initialization is different from C++. Instead of providing a list of vector items inside two curly braces {}, enclose the items in simple parentheses ().
  • As an object, whose components are equal to the argument.
    Source code (UnigineScript)
    a = vec3(2.0f);
  • 1-, 2-, 3-element or arbitrary swizzles.
    Source code (UnigineScript)
    vec3 b;
    vec3 c;
    
    b.x = a.z;
    b.y = a.x;
    b.z = a.y;
    c = b.xzy;
    log.message("b is %s\n",typeinfo(b));
    log.message("c is %s\n",typeinfo(c));
    
    // b is vec3: 0.5 2 -3.1
    // c is vec3: 0.5 -3.1 2

Note that if you use vec4 (or dvec4) for initialization ofvec3, then vec4.w will be omitted:

Source code (UnigineScript)
vec3 a = vec3(vec4(2.0f,-3.1f,0.5f,7.2f)); // last number (7.2f) is omitted

It is possible to add or subtract a scalar value (int, long, float or double) from a vector. A vector should go first, before a scalar.

Source code (UnigineScript)
vec3 a = vec3(2.0f,-3.1f,0.5f);

a += 1;            
vec3 b = a - 1.5f;

// a contents: 3, -2.1, 1.5
// b contents: 1.5, -3.6, -0

dvec3#

A vector of three double components. The initial value is (0.0,0.0,0.0).

You can set a vector the following ways:

  • As an object. In this case, all three vector components are specified.
    Source code (UnigineScript)
    dvec3 a;
    
    a = dvec3(2.0,-3.1,0.5);
  • As an object, whose components are equal to the argument.
    Source code (UnigineScript)
    a = dvec3(2.0);
  • Swizzling is also available for dvec3.
    Source code (UnigineScript)
    dvec3 b;
    
    b.x = a.z;
    b.yz = a.xy;
    log.message("b is %s\n",typeinfo(b));
    
    // b is dvec3: 0.5 2 -3.1

Note that if you use dvec4 (or vec4) for initialization ofdvec3, then dvec4.w will be omitted:

Source code (UnigineScript)
dvec3 a = dvec3(dvec4(2.0,-3.1,0.5,7.2)); // last number (7.2) is omitted

It is possible to add or subtract a scalar value (int, long, float or double) from a vector. A vector should go first, before a scalar.

Source code (UnigineScript)
dvec3 a = dvec3(2.0f,-3.1f,0.5f);

a += 1;
dvec3 b = a - 1.5f;
log.message("%s\n",typeinfo(a));
log.message("%s\n",typeinfo(b));
The example produces the following:
Output
dvec3: 3 -2.1 1.5
dvec3: 1.5 -3.6 0

ivec3#

A vector of three integer components. The initial value is (0,0,0).

You can set a vector the following ways:

  • As an object.
    Source code (UnigineScript)
    ivec3 a;
    a = ivec3(2,-3,5);
  • As an object, whose components are equal to the argument.
    Source code (UnigineScript)
    a = ivec3(2);
  • Swizzling is also available for ivec3. You can use it the same way as for vec3.
    Source code (UnigineScript)
    ivec3 b;
    
    b = a.zyy;
    log.message("b is %s\n",typeinfo(b));
    
    // b is ivec3: 5 -3 -3

It is possible to add or subtract a scalar value (int) from a vector. A vector should go first, before a scalar.

Source code (UnigineScript)
ivec3 a = ivec3(2,-3,1);

a += 1;
ivec3 b = a - 1;
log.message("%s\n",typeinfo(a));
log.message("%s\n",typeinfo(b));
The example produces the following:
Output
ivec3: 3 -2 2
ivec3: 2 -3 1

vec4#

A vector of four float components. The initial value is(0f,0f,0f,0f).

You can set a vector the following ways:

  • As an object. In this case, all vector components are specified. Also you can use vec3 for initialization of vec4.
    Source code (UnigineScript)
    vec4 a;
    a = vec4(2.0f,-3.1f,0.5f,7.2f);
    a = vec4(vec3(2.0f,-3.1f,0.5f),7.2f);
  • As an object, whose components are equal to the argument.
    Source code (UnigineScript)
    a = vec4(2.0f);
  • Swizzling is also available for vec4.The difference between vec4 and vec3 is that you can swizzle four components (x,y,z,w) forvec4.
    Source code (UnigineScript)
    vec4 b;
    vec4 c;
    
    b.x = a.z;
    b.y = a.w;
    b.zw = a.yy;
    c = b.xyyz;
    log.message("b is %s\n",typeinfo(b));
    log.message("c is %s\n",typeinfo(c));
    
    // b is vec4: 0.5 7.2 -3.1 -3.1
    // c is vec4: 0.5 7.2 7.2 -3.1

Note that if you use vec3 (or dvec3) for initialization ofvec4 then vec4.w will be 1.0f by default:

Source code (UnigineScript)
vec4 a = vec4(vec3(2.0f,-3.1f,0.5f)); // the vector content is: 2.0f,-3.1f,0.5f,1.0f

It is possible to add or subtract a scalar value (int, long, float or double) from a vector. A vector should go first, before a scalar.

Source code (UnigineScript)
vec4 a = vec4(2.0f,-3.1f,0.5f,6.0f);

a += 1.5f;
vec4 b = a - 1.5f; 
log.message("%s\n",typeinfo(a));
log.message("%s\n",typeinfo(b));
The example produces the following output:
Output
vec4: 3.5 -1.6 2 7.5
vec4: 2 -3.1 0.5 6

dvec4#

A vector of four double components. The initial value is (0.0,0.0,0.0,0.0).

You can set a vector the following ways:

  • As an object. You can use vec3 for initialization of dvec4.
    Source code (UnigineScript)
    dvec4 a;
    a = dvec4(2.0,-3.1,0.5,7.2);
    a = dvec4(vec3(2.0,-3.1,0.5),7.2);
  • As an object, all components are equal to the argument.
    Source code (UnigineScript)
    a = dvec4(2.0);
  • Swizzling is performed for dvec4 the same way as for vec4.
    Source code (UnigineScript)
    dvec4 b;
    
    b.x = a.z;
    b.yzw = a.xy0;
    log.message("b is %s\n",typeinfo(b));
    
    // b is dvec4: 0.5 2 -3.1 0

Note that if you use dvec3 (or vec3) for initialization ofdvec4 then dvec4.w will be 1.0 by default:

Source code (UnigineScript)
dvec4 a = dvec4(dvec3(2.0,-3.1,0.5)); // a.w = 1.0

It is possible to add or subtract a scalar value (int, long, float or double) from a vector. A vector should go first, before a scalar.

Source code (UnigineScript)
dvec4 a = dvec4(2.0f,-3.1f,0.5f,6.0f);

a += 1.5f;
dvec4 b = a - 1.5f;
log.message("%s\n",typeinfo(a));
log.message("%s\n",typeinfo(b));
The example produces the following:
Output
dvec4: 3.5 -1.6 2 7.5
dvec4: 2 -3.1 0.5 6

ivec4#

A vector of four integer components. The initial value is (0,0,0,0).

You can set a vector the following ways:

  • As an object.
    Source code (UnigineScript)
    ivec4 a;
    a = ivec4(2,-3,5,7);
  • As an object, whose components are equal to the argument.
    Source code (UnigineScript)
    a = ivec4(2);
  • Swizzling is performed for ivec4 the same way as for vec4 and dvec4.
    Source code (UnigineScript)
    ivec4 b;
    
    b = a.wyy1;
    log.message("b is %s\n",typeinfo(b));
    
    // b is ivec4: 7 -3 -3 1

It is possible to add or subtract a scalar value (int) from a vector. A vector should go first, before a scalar.

Source code (UnigineScript)
ivec4 a = ivec4(2,-3,1,6);

a += 1.5f;
vec4 b = a - 1.5f;
log.message("%s\n",typeinfo(a));
log.message("%s\n",typeinfo(b));
The example produces the following:
Output
ivec4: 3 -2 2 7
ivec4: 2 -3 1 6

mat4#

A matrix of sixteen (4×4) float components. The initial value is the identity matrix:

1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1

Notice
Matrices are column-oriented (OpenGL style).

Addressing:

Output
m00 m01 m02 m03
m10 m11 m12 m13
m20 m21 m22 m23
m30 m31 m32 m33

You can set a matrix the following ways:

  • As an object. You can directly declare each matrix element.
    Source code (UnigineScript)
    mat4 a;
    a = mat4("0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15");
    The matrix contains the following:
    Output
    0 4  8 12
    1 5  9 13
    2 6 10 14
    3 7 11 15
  • As a translation matrix. In this case, vec3 serves to initialize mat4.
    Source code (UnigineScript)
    a = mat4(vec3(1,2,3));
    The other way to set the elements of mat4:
    Source code (UnigineScript)
    a = mat4(1,2,3);
    The result is the translation matrix:
    Output
    1 0 0 1
    0 1 0 2
    0 0 1 3
    0 0 0 1
  • As a rotation matrix. It is possible to use quaternion to set matrix elements.
    Source code (UnigineScript)
    a = mat4(quat(1,0,0,45));
    You can initialize mat4 by axis and angle values.
    Source code (UnigineScript)
    a = mat4(vec3(1,0,0),45);
    Or by scalars.
    Source code (UnigineScript)
    a = mat4(1,0,0,45);
    The result is the rotation matrix:
    Output
    1 0    0   1
    0 0.7 -0.7 0
    0 0.7  0.7 0
    0 0    0   1
  • Swizzling is also available for matrices. For example:
    Source code (UnigineScript)
    mat4 b;
    
    b.m00m01m02m03 = vec4(1,2,3,4);
    b.m00m10m20m30 = vec4(5,6,7,8);
    b.m03m13m23 = vec3(1,2,3);
    b.m03m23 = vec3(1,2,0);
    b.m00m11m22m33 = a.m30m21m12m03;
    
    log.message("b is %s\n",typeinfo(b));
    The result is:
    Output
    3  2  3  1
    6  6  0  2
    7  0  9  2
    8  0  0  12
  • You can swizzle rows and columns of the matrix. For example:
    Source code (UnigineScript)
    vec4 row = a.row0;	// returns the full 1st row: 0 4 8 12
    vec4 col = a.col3;	// returns the full 4th column: 12 13 14 15
    dvec3 row_3 = a.row03;	// returns the first 3 elements of the 1st row: 0 4 8
    dvec3 col_3 = a.col23;	// returns the first 3 elements of the 3rd column: 8 9 10
  • You can also swizzle columns as follows:
    Source code (UnigineScript)
    vec4 col1 = a.binormal; // get the first 3 components of the col1
    vec4 col2 = a.normal; // get the first 3 components of the col2

dmat4#

A matrix of twelve double components. This is a 4×4 affine transformation matrix with the last row not stored. Instead, the last row is always of the form "0 0 0 1 " and its values cannot be written, only read. The initial value is the identity matrix:

1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1

Notice
Matrices are column-oriented (OpenGL style).

Addressing:

Output
m00 m01 m02 m03
m10 m11 m12 m13
m20 m21 m22 m23
m30 m31 m32 m33

You can set a matrix the following ways:

  • As an object. You can directly declare each matrix element.
    Source code (UnigineScript)
    dmat4 a;
    a = dmat4("0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15");
    The result is:
    Output
    0 4  8 12
    1 5  9 13
    2 6 10 14
    0 0  0  1
  • As a translation matrix. vec3 serves to initialize dmat4.
    Source code (UnigineScript)
    a = dmat4(dvec3(1,2,3));
    The other way to set the elements of dmat4:
    Source code (UnigineScript)
    a = dmat4(1,2,3);
    The result is the translation matrix:
    Output
    1 0 0 1
    0 1 0 2
    0 0 1 3
    0 0 0 1
  • As a rotation matrix. In this case, quaternion is used to set matrix elements.
    Source code (UnigineScript)
    a = dmat4(quat(1,0,0,45));
    Also you can initialize dmat4 by axis and angle values.
    Source code (UnigineScript)
    a = dmat4(vec3(1,0,0),45);
    Or by scalars.
    Source code (UnigineScript)
    a = dmat4(1,0,0,45);
    The result is the rotation matrix:
    Output
    1 0    0   1
    0 0.7 -0.7 0
    0 0.7  0.7 0
    0 0    0   1
  • Swizzling is also available for dmat4. For example:
    Source code (UnigineScript)
    dmat4 b;
    
    b.m00m01m02m03 = dvec4(1,2,3,4);
    b.m00m10m20m30 = dvec4(5,6,7,8); // m30 will not be written
    b.m03m13m23 = vec3(1,2,3);
    b.m03m23 = vec3(1,2,0);
    b.m00m11m22m33 = a.m30m21m12m03; // m33 will not be written
    
    log.message("b is %s\n",typeinfo(b));
    The result is:
    Output
    0  2  3  1
    6  6  0  2
    7  0  9  2
    8  0  0  1
    Notice
    .m30 and .m33 elements will not be written.
  • You can swizzle rows and columns of dmat4.
    Source code (UnigineScript)
    vec4 row = a.row0;	// returns the full 1st row: 0 4 8 12
    vec4 col = a.col3;	// returns the full 4th column: 12 13 14 15
    dvec3 row_3 = a.row03;	// returns the first 3 elements of the 1st row: 0 4 8
    dvec3 col_3 = a.col23;	// returns the first 3 elements of the 3rd column: 8 9 10
  • You can also swizzle columns as follows:
    Source code (UnigineScript)
    vec4 col1 = a.binormal; // get the first 3 elements of the col1
    vec4 col2 = a.normal; // get the first 3 elements of the col2

quat#

quat is a quaternion, which components are float numbers. The quaternion is a mathematical construct that represents a rotation in three dimensions. The initial value is(0,0,0,1), where x, y and z components represent the rotation axis, and a w component represents the rotation angle.

You can set a quaternion by using different ways:

  • As an object. You can directly set quaternion values.
    Source code (UnigineScript)
    quat a;
    a = quat(1,2,3,4);
  • Also you can use mat4 for initialization of quat.
    Source code (UnigineScript)
    a = quat(mat4(1,2,3,4));
  • By using axis and angle values.
    Source code (UnigineScript)
    a = quat(vec3(1,2,3),0.2);
  • By scalars.
    Source code (UnigineScript)
    a = quat(1,2,3,0.2);
  • Quaternion also supports swizzling. For example:
    Source code (UnigineScript)
    a.xyz = a.wzx;
    a.wzy = vec3(1,2,3);
    a.xyzw = a.wzyx;
    a.wyzw = vec4(1,2,3,4);
    a.xyz += a.wyz;
  • If the quat is the mesh compressed tangent vector, you can use the binormal and normal components to get the corresponding vectors with the normalized w component. 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 q = quat(tangent); // convert vec4 to quat
    
    q.binormal; // get the binormal vector with w normalization
    q.normal; // get the normal vector with w normalization

Swizzling#

Swizzling gives an ability to select components in an arbitrary order. It provides a convenient elements access. It is available for the following 3D related data types:

  • vector (vec3, dvec3, ivec3, vec4, dvec4, ivec4).

    You can use x, y, z, w to refer respectively to the first, the second, the third and the fourth vector component. The r, g, b, a components are used instead of x, y, z, w to refer to a color.

    Notice
    You can combine different component names in a single operation. For example, a.xrb is valid.
    Also it is possible to use 0 or 1 instead of x, y, z or w (or r, g, b, a respectively):
    Source code (UnigineScript)
    vec4 v = vec4(10.0f,11.0f,12.0f,13.0f);
    
    // swizzles
    log.message("%s\n",typeinfo(v.xyzw));
    log.message("%s\n",typeinfo(v.10zw));
    log.message("%s\n",typeinfo(v.xy10));
    The output is:
    Output
    vec4: 10 11 12 13
    vec4: 1 0 12 13
    vec4: 10 11 1 0
    Notice
    You can use only 0 or 1.
  • matrix (mat4, dmat4).
    • The m01..m33 components are used to refer to matrix elements.
    • The col0..col3 components are used to refer to matrix columns.
      Notice
      To refer to the first n elements of the column, use col00..col33. The second digit specifies the number of column elements to be referred.
    • The row0..row3 components are used to refer to matrix rows.
      Notice
      To refer to the first n elements of the row, use row00..row33. The second digit specifies the number of row elements to be referred.
    • The tangent, binormal and normal components return the first 3 components of col0, col1 and col2 respectively.
  • quaternion (quat).
    • The x, y, z, w components are also used for referring to quaternion components.
    • If the quat is the mesh compressed tangent vector, you can use the binormal and normal components to get the corresponding vectors with the normalized w component.

Examples

The following types of the swizzling are available:

  • One-element swizzle. You can access any vector (matrix, quaternion) element as a scalar value (int, long, float, double).
    Source code (UnigineScript)
    vec3 a = vec3(2.0f,-3.1f,0.5f);
    
    float b = a.z;
    log.message("%s\n",typeinfo(b));
    
    // the output is: float: 0.5
    Moreover, swizzling allows any component to take the value of any of the components of the same vector, matrix or quaternion. For example, x component takes the value of z component:
    Source code (UnigineScript)
    vec3 a = vec3(2.0f,-3.1f,0.5f);
    
    a.x = a.z;
    log.message("%s\n",typeinfo(a.x)); 
    
    // float: 0.5
    This is also true for swizzling any number of elements.
  • Two-element swizzles. The result is a 3-component vector, where the last element is 0.
    Source code (UnigineScript)
    log.message("%s\n",typeinfo(a.zx));
    
    // the output is: vec3: 0.5 2 0
    Notice
    If the two-element swizzle is applied to a 4-component vector, a matrix or a quaternion, the result is still the 3-component vector.
  • Three-element swizzles give an ability to access the elements in any order.
    Source code (UnigineScript)
    log.message("%s\n",typeinfo(a.zyx));
    
    // the output is: vec3: 0.5 -3.1 2
    Swizzling can be used in a vector setting:
    Source code (UnigineScript)
    vec3 b = a.xzy;
    log.message("%s\n",typeinfo(b));
    
    // vec3: 2 0.5 -3.1
  • Arbitrary swizzles mean that any combination of the components can be used. It means that you can use the same components more than ones.
    Source code (UnigineScript)
    log.message("%s\n",typeinfo(a.zyy));
    
    // the output is: vec3: 0.5 -3.1 -3.1
  • rgba swizzling. You can set a color by using the rgba components in the same way as the xyzw components. For example:
    Source code (UnigineScript)
    vec3 a = vec3(2.0f,-3.1f,0.5f);
    vec3 b;
    
    b.r = 2.0f;
    b.g = a.g;
    b.b = 0.5f;
    log.message("%s\n",typeinfo(b));
    log.message("%s\n",typeinfo(a.rbb));
    
    // vec3: 2 -3.1 0.5
    // vec3: 2 0.5 0.5
  • Swizzles per row and column (for matrices). It means that the rows and the columns can be accessed the same way as elements.
    Source code (UnigineScript)
    mat4 a;
    a = mat4("0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15");
    
    vec4 row = a.row0; // returns the full 1st row: 0 4 8 12
    vec4 col = a.col3; // returns the full 4th column: 12 13 14 15
    Furthermore, you can access the specified number of the elements of the certain row or the column.
    Source code (UnigineScript)
    dvec3 row_3 = a.row03; // returns the first 3 elements of the 1st row: 0 4 8
    dvec3 col_3 = a.col23; // returns the first 3 elements of the 3rd column: 8 9 10
    It is also possible to add 0 or 1 to the end of the row or the column:
    Source code (UnigineScript)
    dvec4 row_4 = a.row13_1; // returns the 3 elements of the 2nd column + 1 in the end: 1 5 9 1
    dvec4 col_4 = a.col33_1; // returns the 3 elements of the 4th column + 1 in the end: 12 13 14 1

Automatic Type Conversion#

To perform an operation, most of operators must have both operands of the same type. This is why the automatic conversion occurs: from two operands types the biggest type is always chosen to hold the entire value and avoid truncation.

Automatic Conversion of Scalar Types#

The result of operations between int, long, float and double will be as follows:

int long float double
int int long float double
long long long float double
float float float float double
double double double double double

For example:

Source code (UnigineScript)
int a = 5;
float b = 2.3f;

log.message("%s\n",typeinfo(a+b));

// float: 7.3

You can force type conversion by using an explicit type casting:

Source code (UnigineScript)
int a = 5;
float b = 2.3f;

log.message("%s\n",typeinfo(float(a) + b));

Automatic Conversion of Vector Types#

Vector types cannot be automatically converted into each other or into scalar types. Because of that, only several operations such as multiplication and division can be performed with vectors of different types or scalars as arguments.

Automatic conversion is possible only for the following types while being safe:

From To
vec3 dvec3
vec4 dvec4

For example:

Source code (UnigineScript)
vec3 a = vec3( 1, 2, 3);
dvec3 b = dvec3(2.0,-3.1,0.5);
ivec3 c = ivec3(2,-3,5);

log.message("%s\n",typeinfo(a + b));	// dvec3: 3 -1.1 3.5
log.message("%s\n",typeinfo(a + c));	// in this case, an error occurs

You can force vector type conversion by using an explicit type casting:

Source code (UnigineScript)
vec3 a = vec3( 1, 2, 3);
dvec3 b = dvec3(2.0,-3.1,0.5);

log.message("the result is: %s\n",typeinfo(dvec3(a) + b));
Last update: 2024-08-16
Build: ()