This page has been translated automatically.
Видеоуроки
Интерфейс
Основы
Продвинутый уровень
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Профессиональный уровень (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Контроль версий
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Player-ноды
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Материалы и шейдеры
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
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
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Учебные материалы

System Functions

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.

Variable as_double ( variable v ) #

Interprets the long as the double data type on the bit level.

Arguments

Return value

Value of the double type.

Examples

To check correctness of such interpretation, perform the following:

  • Interpret double as long.
  • Interpret the long values that you got on the previous step as double.
  • Check the result: the returned double values should be equal to the double values from the first step.
Source code (UnigineScript)
// interpret double as long
log.message("0x%lx 0x%lx\n",as_long(1.0),as_long(-1.0)); // 0x3ff0000000000000l 0xbff0000000000000l
// interpret long as double
log.message("%f %f\n",as_double(0x3ff0000000000000l),as_double(0xbff0000000000000l)); // 1.0 -1.0

Another example:

Source code (UnigineScript)
as_double(as_long(2.0));   // the result is 2.0

Variable as_float ( variable value ) #

Interprets the int as the float data type on the bit level.

Arguments

Return value

Float value.

Examples

To check correctness of such interpretation, perform the following:

  • Interpret float as int.
  • Interpret the int values that you got on the previous step as float.
  • Check the result: the returned float values should be equal to the float values from the first step.
Source code (UnigineScript)
// interpret float as int
log.message("0x%x 0x%x\n",as_int(1.0f),as_int(-1.0f)); // 0x3f800000 0xbf800000
// interpret int as float
log.message("%f %f\n",as_float(0x3f800000),as_float(0xbf800000)); // 1.0f -1.0f

Another example:

Source code (UnigineScript)
as_float(as_int(2.0f));   // the result is 2.0f

Variable as_half ( variable v ) #

Interprets the int as the half float data type (16-bit floating point value) on the bit level.

Arguments

Return value

16-bit floating point value.

Examples

Source code (UnigineScript)
// interpret float as 16-bit int
log.message("0x%x 0x%x\n",as_short(1.0f),as_short(-1.0f)); // 0x3c00 0xbc00
// perform opposite interpretation to check correctness of the result
log.message("%f %f\n",as_half(0x3c00),as_half(0xbc00)); // 1.0f -1.0f

Variable as_int ( variable value ) #

Interprets the float as the int data type on the bit level.

Arguments

Return value

Int value.

Examples

Source code (UnigineScript)
// interpret float as int
log.message("0x%x 0x%x\n",as_int(1.0f),as_int(-1.0f)); // 0x3f800000 0xbf800000
// perform opposite interpretation to check correctness of the result
log.message("%f %f\n",as_float(0x3f800000),as_float(0xbf800000)); // 1.0f -1.0f

Another example:

Source code (UnigineScript)
as_int(as_float(2));    // the result is 2

Variable as_long ( variable v ) #

Interprets the double as the long data type on the bit level.

Arguments

Return value

Value of the long type.

Examples

To check correctness of such interpretation, perform the following:

  • Interpret double as long.
  • Interpret the long values that you got on the previous step as double.
  • Check the result: the returned double values should be equal to the double values from the first step.
Source code (UnigineScript)
// interpret double as long
log.message("0x%lx 0x%lx\n",as_long(1.0),as_long(-1.0)); // 0x3ff0000000000000l 0xbff0000000000000l
// interpret long as double
log.message("%f %f\n",as_double(0x3ff0000000000000l),as_double(0xbff0000000000000l)); // 1.0 -1.0

Variable as_short ( variable v ) #

Interprets the float as the 16-bit int data type on the bit level.

Arguments

Return value

16-bit integer.

Examples

Source code (UnigineScript)
// interpret float as 16-bit int
log.message("0x%x 0x%x\n",as_short(1.0f),as_short(-1.0f)); // 0x3c00 0xbc00
// perform opposite interpretation to check correctness of the result
log.message("%f %f\n",as_half(0x3c00),as_half(0xbc00)); // 1.0f -1.0f

Variable chmod ( string name, int mode ) #

Changes the access permissions of the specified file or directory.
Notice
In Windows, this function will always return 0.

Arguments

  • string name - Path to a file or a directory.
  • int mode - Access permissions to be set.

Return value

1 if the access permission is changed successfully; otherwise, 0.

Variable class_append ( Variable obj ) #

Assigns ownership of the internal instance to the current script module. All appended instances will be automatically deleted on the script shutdown; or they can be deleted using the delete operator.
Notice
Be careful, as deleting the object from the outside of the scripting system (in the C++ part) causes double deletion at the same address. Chances are, this will lead to an application crash.

Arguments

  • Variable obj - An instance of an internal C++ class.

Return value

An input instance.

Examples

Source code (UnigineScript)
// clone an existing node. The cloned node will be orphaned
Node clone = node.clone();
// set script ownership for the node
class_append(clone);
// delete the cloned node later if necessary
delete clone;

Variable class_cast ( Variable target_class, Variable obj ) #

Converts the pointer to an internal instance of a given type into another type. When converting into the other type a new internal instance isn't constructed, so you cannot delete it via the delete operator.
Notice
Conversions of the pointer are unsafe and allow specifying any type, because neither the pointer nor its type is checked.

Arguments

  • Variable target_class - The target class name.
  • Variable obj - An instance of an internal C++ class.

Return value

An instance of the specified target class.

Examples

Source code (UnigineScript)
// get a node
Node node = engine.world.getNode(id);
// cast the node to the ObjectMeshStatic type
ObjectMeshStatic mesh = class_cast("ObjectMeshStatic",node);
// call a member function of the class to which the node has been casted
string name = mesh.getMeshName();

Variable class_manage ( Variable obj ) #

Indicates that reference counting should be performed for the internal instance. When the number of references that point to the instance reaches 0, the memory previously allocated for it is automatically deleted, thus freeing the developer from carefully managing the lifetime of pointed-to instances. Before calling this function, the internal instance should be appended to the script via the class_append() function.

Arguments

  • Variable obj - An instance of an internal C++ class.

Return value

An input instance.

Examples

Source code (UnigineScript)
// create an image that will be automatically owned by the script
Image image = new Image();
// enable reference counting for the image
class_manage(image);
// the image will be deleted when there are no references left to it
image = 0;

Variable class_release ( Variable obj ) #

Removes all references to the instance of the internal C++ class. It removes even the smallest memory leaks.

Arguments

  • Variable obj - An instance of an internal C++ class.

Return value

An input instance.

Variable class_remove ( Variable obj ) #

Releases the ownership of the internal instance. It needs to be reassigned to any module (before or after it has been released) not to become orphaned. For example, it can be passed the Engine Editor to appear in the Nodes hierarchy to be adjusted in real-time.

Arguments

  • Variable obj - An instance of an internal C++ class.

Return value

An input instance.

Examples

Source code (UnigineScript)
Body body = class_remove(new BodyRigid(object)); // bodies are automatically managed by objects they are assigned to
ShapeSphere shape = class_remove(new ShapeSphere(body,radius)); // shapes are automatically managed by bodies they are assigned to
JointFixed joint = class_remove(new JointFixed(body,body0)); // joints are automatically managed by bodies they are assigned to

Variable classid ( variable v ) #

Returns the class ID of a given variable or a class signature.

Arguments

Return value

The class signature or variable.

Examples

Source code (UnigineScript)
class Foo { };
if(classid(new Foo()) == classid(Foo)) 
log.message("Foo\n"); // the output is "Foo"
You can also pass the class name as a string:
Source code (UnigineScript)
class Bar { };
log.message("Bar ID is: %d\n",classid("Bar")); // the output is "Bar ID is: 1"
If the class or variable is declared in a namespace, the class name should be prepended the namespace name. For example:
Source code (UnigineScript)
namespace Foo {
	class Bar { };
}

classid(Foo::Bar);
classid("Foo::Bar");

Variable functionid ( variable v, int num_args = -1 ) #

Returns a function identifier without the full namespace path. The functionid() can return the identifier of the external class member function.
Notice
The class type specified in functionid() must be the same as the type of the calling class. See the example.

Arguments

  • variable v - Function name, string.
  • int num_args - Number of function arguments.
    Notice
    You should specify 0 if the function receives no arguments.

Return value

Function ID.

Examples

If you call the external class member function with the given identifier, the class type in functionid() must be the same as the type of the calling class. For example:

Source code (UnigineScript)
Buffer b = new Buffer();
b.call(functionid(Buffer::resize,1),2);
The type of the b variable and the type of the resize() function must be Buffer.

Variable get_analyze ( ) #

Returns the performance statistics.

Return value

Performance listing.

Variable get_call_stack ( ) #

Prints the current stack of function calls.

Return value

Stack of function calls.

string get_disassemble ( ) #

Returns a disassembled code of the current script in the terms of assembly mnemonics of the virtual machine.

Return value

Assembly listing.

string get_extern_info ( int mask = ~0 ) #

Returns a list of registered external variables, functions and classes (to specify data types use a mask).

Arguments

  • int mask - Mask value.

Return value

List of registered entities.

int get_function ( string name, int num_args = 0 ) #

Returns the ID of the user-defined function. It can be used to call a function by its ID instead of the name (speeds up the function call; it is almost as fast the direct call).

Arguments

  • string name - Name of the function.
  • int num_args - The number of function arguments.

Return value

Function ID.

Examples

Source code (UnigineScript)
class Foo {
	void foo() { 
	log.message("Foo::foo function is called\n");
	}
};

int id = get_function("Foo::foo");
Foo foo = new Foo();
foo.call(id);

// the result is: Foo::foo function is called

Variable get_memory_usage ( ) #

Returns the amount of used memory if the binary is built with debugging support.

Return value

Amount of used memory.

Variable get_stack_dump ( ) #

Prints the current memory stack.

Return value

Memory stack.

Variable get_thread ( ) #

Returns the current thread identifier. If the code is not in the thread, -1 is returned.

Return value

Thread identifier.

Examples

Source code (UnigineScript)
log.message("%d\n",get_thread());

Variable get_variable ( string name ) #

Returns the variable ID. It can be used to pass a variable by its ID instead of the name. It speeds up passing of the variable and can be used when performance is crucial.

Arguments

  • string name - Variable name.

Return value

Variable, if it exists; otherwise, 0.

Variable getmod ( string name ) #

Returns the access permissions of the specified file or directory.
Notice
In Windows, this function will always return 0.

Arguments

  • string name - Path to a file or a directory.

Return value

Access permissions.

Variable instanceid ( variable v ) #

Returns a unique ID of the user-defined or external class instance.

Arguments

  • variable v - User-defined or external class instance.

Return value

Unique instance ID, long.

Examples

Source code (UnigineScript)
class Foo { };
log.message("%lld\n",instanceid(new Foo()));

Variable instanceinfo ( variable v ) #

Returns information about the user-defined or external class instance: class type ID, class instance.

Arguments

  • variable v - User-defined or external class instance.

Return value

Information about the class instance, string.

Examples

Source code (UnigineScript)
class Foo { };
log.message("%s\n",instanceinfo(new Foo()));

Variable is_base_class ( variable type, variable v ) #

Checks if the specified variable belongs to the base class.
Notice
This statement can receive the result of the classid() statement as a first argument to provide a very fast querying result.

Arguments

Return value

Variable, if it belongs to the base class; otherwise - 0.

Examples

You can pass the type of the variable as a string:

Source code (UnigineScript)
File file = new File();
is_base_class("File",file);		// returns 1: file is an instance of the File class
is_base_class("Stream",file);	// returns 1: the Stream class is a base class for the File class
is_base_class("Socket",file);	// returns 0: the Socket class is not a base class for the File class
Also it is possible to pass the classid() as the first argument:
Source code (UnigineScript)
is_base_class(classid(File),file);		// returns 1
is_base_class(classid(Stream),file);	// returns 1
is_base_class(classid(Socket),file);	// returns 0

int is_dmat4 ( variable v ) #

Checks if a given variable is of the dmat4 type.

Arguments

Return value

1 if the variable is of the dmat4 type; otherwise, 0.

int is_double ( variable v ) #

Checks if a given variable is of the double type.

Arguments

Return value

1 if the variable is of the double type; otherwise, 0.

int is_dvec3 ( variable v ) #

Checks if a given variable is of the dvec3 type.

Arguments

Return value

1 if the variable is of the dvec3 type; otherwise, 0.

int is_dvec4 ( variable v ) #

Checks if a given variable is of the dvec4 type.

Arguments

Return value

1 if the variable is of the dvec4 type; otherwise, 0.

int is_extern_class ( variable v ) #

Checks if a given variable is an instance of an external class.

Arguments

Return value

1 if the variable is an instance of an external class; otherwise, 0.

int is_float ( variable v ) #

Checks if a given variable is of the float type.

Arguments

Return value

1 if the variable is of the float type; otherwise, 0.

Variable is_function ( variable name, int argc = 0 ) #

Checks if a given user-defined function exists. Always returns 0 for functions exported from C++.

Arguments

  • variable name - Full name or ID of the target function.
  • int argc - Number of arguments of the target function.

Return value

1 if the function exists; otherwise, 0.

Examples

Source code (UnigineScript)
int foo(int a,int b) {
	return a * b;
}

if(is_function("foo",2)) {
	log.message("exists\n");
} 
if(is_function(functionid("foo",2),2)) {
	log.message("exists\n");
}
else {
	log.message("doesn't exist\n");
}

int is_int ( variable v ) #

Checks if a given variable is of the int type.

Arguments

Return value

1 if the variable is of the int type; otherwise, 0.

Variable is_ivec3 ( variable v ) #

Checks if a given variable is of the ivec3.

Arguments

Return value

1 if the variable is of the ivec3 type; otherwise, 0.

Variable is_ivec4 ( variable v ) #

Checks if a given variable is of the ivec4.

Arguments

Return value

1 if the variable is of the ivec4 type; otherwise, 0.

int is_long ( variable v ) #

Checks if a given variable is of the long type.

Arguments

Return value

1 if the variable is of the long type; otherwise, 0.

Variable is_map ( int id = [] ) #

Checks whether the given array is a map.

Arguments

  • int id - Array to be checked.

Return value

1 if the given array is the map; otherwise, 0.

int is_mat4 ( variable v ) #

Checks if a given variable is of the mat4 type.

Arguments

Return value

1 if the variable is of the mat4 type; otherwise, 0.

Variable is_null ( variable v ) #

Returns a value indicating if the variable is equal to zero.

Arguments

Return value

1 if the variable is equal to zero; otherwise, 0.

int is_quat ( variable v ) #

Checks if a given variable is of the quat type.

Arguments

Return value

1 if the variable is of the quat type; otherwise, 0.

int is_string ( variable v ) #

Checks if a given variable is of the string type.

Arguments

Return value

1 if the variable is of the string type; otherwise, 0.

int is_thread ( int id ) #

Checks if a thread is still active.

Arguments

  • int id - Thread ID.

Return value

1 if the thread is active; otherwise, 0.

int is_user_class ( variable v ) #

Checks if a given variable is an instance of a user class.

Arguments

Return value

1 if the variable is an instance of a user class; otherwise, 0.

Variable is_variable ( string name ) #

Checks if a given user-defined variable exists. Always returns 0 for variables exported from C++.

Arguments

  • string name - Name of the target variable.

Return value

Variable, if it exists; otherwise, 0.

int is_vec3 ( variable v ) #

Checks if a given variable is of the vec3 type.

Arguments

Return value

1 if the variable is of the vec3 type; otherwise, 0.

int is_vec4 ( variable v ) #

Checks if a given variable is of the vec4 type.

Arguments

Return value

1 if the variable is of the vec4 type; otherwise, 0.

Variable is_vector ( int id = [] ) #

Checks whether the given array is a vector.

Arguments

  • int id - Array to be checked.

Return value

1 if the given array is the vector; otherwise, 0.

void kill_thread ( int id ) #

Terminates the given thread. This function should not be called from within the terminated thread.

Arguments

  • int id - ID of the thread to be terminated.

int preprocessor ( string name, string defines = 0 ) #

Preprocesses a source file (such as a UnigineScript or a shader).

Arguments

  • string name - An absolute path to a file.
  • string defines - Defines to be preprocessed. Several defines are separated with a comma, no whitespaces. It is also possible to use the following syntax: AA=BB.

Return value

1 if the directory was changed; otherwise, 0.

string expand_includes ( string data ) #

Expands the #include directives to output string.

Arguments

  • string data - Text with #include directives or absolute path to file.

Return value

Expanded #include directives.

Variable run_threads ( ) #

Runs all threads from the waiting list. This function allows terminating a thread without calling the kill_thread() function.

Return value

1 if threads are run successfully; otherwise, 0.

void set_variable ( string name, variable value ) #

Set the value of the variable by its name.

Arguments

  • string name - Variable name.
  • variable value - Variable value to set.

void throw ( string str = 0, ... ) #

Generates an exception.

Arguments

  • string str - Message that uses a log.message format. Can be omitted.
  • ... - Message arguments, multiple allowed. Can be omitted.

Examples

Source code (UnigineScript)
throw();
// the result is: "Interpreter throw"
throw("data: %d %s",10,"20");
// the result is: "Interpreter throw: data: 10 20"

Variable typeid ( variable v ) #

Returns the type of the specified variable or type.

Arguments

  • variable v - Variable or type signature to check.

Return value

Zero-based variable type ID:
  1. int
  2. long
  3. float
  4. double
  5. vec3
  6. vec4
  7. dvec3
  8. dvec4
  9. ivec3
  10. ivec4
  11. mat4
  12. dmat4
  13. quat
  14. string
  15. user class
  16. extern class

Examples

For example, you can check the type of the variable as follows:

Source code (UnigineScript)
int a = 1;
if(typeid(a) == typeid(int))
log.message("int\n");

string typeinfo ( variable obj ) #

Returns information about a variable.

Arguments

Return value

Information about the variable: type, value.

Examples

Source code (UnigineScript)
int a = 10;
log.message("a is %s\n", typeinfo(a)); // the result will be "a is int: 10"

string typeof ( variable obj ) #

Detects the type of a variable.

Arguments

Return value

Type of the variable.

Examples

Source code (UnigineScript)
int a = 10;
log.message("a is of the %s type\n", typeof(a)); // the result will be "a is of the int type"
If the variable is the class instance, the function returns the class name:
Source code (UnigineScript)
class Foo { };

Foo f = new Foo();
log.message("%s\n",typeof(f));

// the output is: Foo

void usleep ( int usec ) #

Causes the application to sleep (cease execution of update()) for the specified number of microseconds.

Arguments

  • int usec - Time of sleeping in microseconds.
Last update: 10.04.2020
Build: ()