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§Extended documentation

This highlights a few concepts in the public API of the godot crate. They complement information available on the main crate documentation page and the book.

§Type categories

Godot is written in C++, which doesn’t have the same strict guarantees about safety and mutability that Rust does. As a result, not everything in this crate will look and feel entirely “rusty”. See also Philosophy.

Traits such as Clone, PartialEq or PartialOrd are designed to mirror Godot semantics, except in cases where Rust is stricter (e.g. float ordering). Cloning a type results in the same observable behavior as assignment or parameter-passing of a GDScript variable.

We distinguish four different kinds of types:

  1. Value types: i64, f64, and mathematical types like Vector2 and Color.

    These are the simplest to understand and to work with. They implement Clone and often Copy as well. They are implemented with the same memory layout as their counterparts in Godot itself, and typically have public fields.

  2. Copy-on-write types: GString, StringName, and Packed*Array types.

    These mostly act like value types, similar to Rust’s own Vec. You can Clone them to get a full copy of the entire object, as you would expect.

    Under the hood in Godot, these types are implemented with copy-on-write, so that data can be shared until one of the copies needs to be modified. However, this performance optimization is entirely hidden from the API and you don’t normally need to worry about it.

  3. Reference-counted types: Array, Dictionary, and Gd<T> where T inherits from RefCounted.

    These types may share their underlying data between multiple instances: changes to one instance are visible in another. They are conceptually similar to Rc<RefCell<...>>.

    Since there is no way to prevent or even detect this sharing from Rust, you need to be more careful when using such types. For example, when iterating over an Array, make sure that it isn’t being modified at the same time through another reference.

    Clone::clone() on these types creates a new reference to the same instance, while type-specific methods such as Array::duplicate_deep() can be used to make actual copies.

  4. Manually managed types: Gd<T> where T inherits from Object but not from RefCounted; most notably, this includes all Node classes.

    These also share data, but do not use reference counting to manage their memory. Instead, you must either hand over ownership to Godot (e.g. by adding a node to the scene tree) or free them manually using Gd::free().

§Ergonomics and panics

gdext is designed with usage ergonomics in mind, making it viable for fast prototyping. Part of this design means that users should not constantly be forced to write code such as obj.cast::<T>().unwrap(). Instead, they can just write obj.cast::<T>(), which may panic at runtime.

This approach has several advantages:

  • The code is more concise and less cluttered.
  • Methods like cast() provide very sophisticated panic messages when they fail (e.g. involved classes), immediately giving you the necessary context for debugging. This is certainly preferable over a generic unwrap(), and in most cases also over a expect("literal").
  • Usually, such methods panicking indicate bugs in the application. For example, you have a static scene tree, and you know that a node of certain type and name exists. get_node_as::<T>("name") thus must succeed, or your mental concept is wrong. In other words, there is not much you can do at runtime to recover from such errors anyway; the code needs to be fixed.

Now, there are of course cases where you do want to check certain assumptions dynamically. Imagine a scene tree that is constructed at runtime, e.g. in a game editor. This is why the library provides “overloads” for most of these methods that return Option or Result. Such methods have more verbose names and highlight the attempt, e.g. try_cast().

To help you identify panicking methods, we use the symbol “⚠️” at the beginning of the documentation; this should also appear immediately in the auto-completion of your IDE. Note that this warning sign is not used as a general panic indicator, but particularly for methods which have a Option/Result-based overload. If you want to know whether and how a method can panic, check if its documentation has a Panics section.

§Thread safety

Godot’s own thread safety rules apply. Types in this crate implement (or don’t implement) Send and Sync wherever appropriate, but the Rust compiler cannot check what happens to an object through C++ or GDScript.

As a rule of thumb, if you must use threading, prefer to use Rust threads over Godot threads.

The Cargo feature experimental-threads provides experimental support for multithreading. The underlying safety rules are still being worked out, as such you may encounter unsoundness and an unstable API.

§Builtin API Design

See also godot::builtin module documentation.

Our goal is to strive for a middle ground between idiomatic Rust and existing Godot APIs, achieving a decent balance between ergonomics, correctness and performance. We leverage Rust’s type system (such as Option<T> or enum) where it helps expressivity.

We have been using a few guiding principles. Those apply to builtins in particular, but some are relevant in other modules, too.

§1. Copy for value types

Value types are types with public fields and no hidden state. This includes all geometric types, colors and RIDs.

All value types implement the Copy trait and thus have no custom Drop impl.

§2. By-value (self) vs. by-reference (&self) receivers

Most Copy builtins use by-value receivers. The exception are matrix-like types (e.g., Basis, Transform2D, Transform3D, Projection), whose methods operate on &self instead. This is close to how the underlying glam library handles it.

§3. Default trait only when the default value is common and useful

Default is deliberately not implemented for every type. Rationale:

  • For some types, the default representation (as per Godot) does not constitute a useful value. This goes against Rust’s Default docs, which explicitly mention “A trait for giving a type a useful default value”. For example, Plane() in GDScript creates a degenerate plane which cannot participate in geometric operations.
  • Not providing Default makes users double-check if the value they want is indeed what they intended. While it seems convenient, not having implicit default or “null” values is a design choice of Rust, avoiding the Billion Dollar Mistake. In many situations, Option or OnReady is a better alternative.
  • For cases where the Godot default is truly desired, we provide an invalid() constructor, e.g. Callable::invalid() or Plane::invalid(). This makes it explicit that you’re constructing a value that first has to be modified before becoming useful. When used in class fields, #[init(val = ...)] can help you initialize such values.
  • Outside builtins, we do not implement Gd::default() for manually managed types, as this makes it very easy to overlook initialization (e.g. in #[derive(Default)]) and leak memory. A Gd::new_alloc() is very explicit.

§4. Prefer explicit conversions over From trait

From is quite popular in Rust, but unlike traits such as Debug, the convenience of From can come at a cost. Like every feature, adding an impl From needs to be justified – not the other way around: there doesn’t need to be a particular reason why it’s not added. But there are in fact some trade-offs to consider:

  1. From next to named conversion methods/constructors adds another way to do things. While it’s sometimes good to have choice, multiple ways to achieve the same has downsides: users wonder if a subtle difference exists, or if all options are in fact identical. It’s unclear which one is the “preferred” option. Recognizing other people’s code becomes harder, because there tend to be dialects.
  2. It’s often a purely stylistic choice, without functional benefits. Someone may want to write (1, 2).into() instead of Vector2i::new(1, 2). This is not strong enough of a reason – if brevity is of concern, a function vec2i(1, 2) does the job better.
  3. From is less explicit than a named conversion function. If you see string.to_variant() or color.to_hsv(), you immediately know the target type. string.into() and color.into() lose that aspect. Even with (1, 2).into(), you’d first have to check whether From is only converting the tuple, or if it also provides an i32-to-f32 cast, thus resulting in Vector2 instead of Vector2i. This problem doesn’t exist with named constructor functions.
  4. The From trait doesn’t play nicely with type inference. If you write let v = string.to_variant(), rustc can infer the type of v based on the right-hand expression alone. With .into(), you need follow-up code to determine the type, which may or may not work. Temporarily commenting out such non-local code breaks the declaration line, too. To make matters worse, turbofish .into::<Type>() isn’t possible either.
  5. Rust itself requires that From conversions are infallible, lossless, value-preserving and obvious. This rules out a lot of scenarios such as DynGd::to_gd() (which only maintains the class part, not trait) or Color::try_to_hsv() (which is fallible and lossy).

One main reason to support From is to allow generic programming, in particular impl Into<T> parameters. This is also the reason why the string types have historically implemented the trait. But this became less relevant with the advent of AsArg<T> taking that role, and thus may change in the future.

§5. Option for fallible operations

GDScript often uses degenerate types and custom null states to express that an operation isn’t successful. This isn’t always consistent:

  • Rect2::intersection() returns an empty rectangle (i.e. you need to check its size).
  • Plane::intersects_ray() returns a Variant which is NIL in case of no intersection. While this is a better way to deal with it, it’s not immediately obvious that the result is a point (Vector2), and comes with extra marshaling overhead.

Rust uses Option in such cases, making the error state explicit and preventing that the result is accidentally interpreted as valid.

§6. Public fields and soft invariants

Some geometric types are subject to “soft invariants”. These invariants are not enforced at all times but are essential for certain operations. For example, bounding boxes must have non-negative volume for operations like intersection or containment checks. Planes must have a non-zero normal vector.

We cannot make them hard invariants (no invalid value may ever exist), because that would disallow the convenient public fields, and it would also mean every value coming over the FFI boundary (e.g. an #[export] field set in UI) would constantly need to be validated and reset to a different “sane” value.

For geometric operations, Godot often doesn’t specify the behavior if values are degenerate, which can propagate bugs that then lead to follow-up problems. godot-rust instead provides best-effort validations during an operation, which cause panics if such invalid states are detected (at least in Debug mode). Consult the docs of a concrete type to see its guarantees.

§7. RIIR for some, but not all builtins

Builtins use varying degrees of Rust vs. engine code for their implementations. This may change over time and is generally an implementation detail.

  • 100% Rust, often supported by the glam library:
    • all vector types (Vector2, Vector2i, Vector3, Vector3i, Vector4, Vector4i)
    • all bounding boxes (Rect2, Rect2i, Aabb)
    • 2D/3D matrices (Basis, Transform2D, Transform3D)
    • Plane
    • Rid (just an integer)
  • Partial Rust: Color, Quaternion, Projection
  • Only Godot FFI: all others (containers, strings, callables, variant, …)

The rationale here is that operations which are absolutely ubiquitous in game development, such as vector/matrix operations, benefit a lot from being directly implemented in Rust. This avoids FFI calls, which aren’t necessarily slow, but remove a lot of optimization potential for rustc/LLVM.

Other types, that are used less in bulk and less often in performance-critical paths (e.g. Projection), partially fall back to Godot APIs. Some operations are reasonably complex to implement in Rust, and we’re not a math library, nor do we want to depend on one besides glam. An ever-increasing maintenance burden for geometry re-implementations is also detrimental.

TLDR: it’s a trade-off between performance, maintenance effort and correctness – the current combination of glam and Godot seems to be a relatively well-working sweet spot.

§8. glam types are not exposed in public API

While Godot and glam share common operations, there are also lots of differences and Godot specific APIs. As a result, godot-rust defines its own vector and matrix types, making glam an implementation details.

Alternatives considered:

  1. Re-export types of an existing vector algebra crate (like glam). The gdnative crate started out this way, using types from euclid, but became impractical. Even with extension traits, there would be lots of compromises, where existing and Godot APIs differ slightly.

    Furthermore, it would create a strong dependency on a volatile API outside our control. glam had 9 SemVer-breaking versions over the timespan of two years (2022-2024). While it’s often easy to migrate and the changes notably improve the library, this would mean that any breaking change would also become breaking for godot-rust, requiring a SemVer bump. By abstracting this, we can have our own timeline.

  2. We could opaquely wrap types, i.e. Vector2 would contain a private glam::Vec2. This would prevent direct field access, which is extremely inconvenient for vectors. And it would still require us to redefine the front-end of the entire API.

Eventually, we might add support for mint to allow conversions to other linear algebra libraries in the ecosystem. (Note that mint intentionally offers no math operations, see e.g. mint#75).