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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:
-
Value types:
i64
,f64
, and mathematical types likeVector2
andColor
.These are the simplest to understand and to work with. They implement
Clone
and oftenCopy
as well. They are implemented with the same memory layout as their counterparts in Godot itself, and typically have public fields. -
Copy-on-write types:
GString
,StringName
, andPacked*Array
types.These mostly act like value types, similar to Rust’s own
Vec
. You canClone
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.
-
Reference-counted types:
Array
,Dictionary
, andGd<T>
whereT
inherits fromRefCounted
.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 asArray::duplicate_deep()
can be used to make actual copies. -
Manually managed types:
Gd<T>
whereT
inherits fromObject
but not fromRefCounted
; most notably, this includes allNode
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 genericunwrap()
, and in most cases also over aexpect("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
orOnReady
is a better alternative. - For cases where the Godot default is truly desired, we provide an
invalid()
constructor, e.g.Callable::invalid()
orPlane::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. AGd::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:
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.- It’s often a purely stylistic choice, without functional benefits. Someone may want to write
(1, 2).into()
instead ofVector2i::new(1, 2)
. This is not strong enough of a reason – if brevity is of concern, a functionvec2i(1, 2)
does the job better. From
is less explicit than a named conversion function. If you seestring.to_variant()
orcolor.to_hsv()
, you immediately know the target type.string.into()
andcolor.into()
lose that aspect. Even with(1, 2).into()
, you’d first have to check whetherFrom
is only converting the tuple, or if it also provides ani32
-to-f32
cast, thus resulting inVector2
instead ofVector2i
. This problem doesn’t exist with named constructor functions.- The
From
trait doesn’t play nicely with type inference. If you writelet v = string.to_variant()
, rustc can infer the type ofv
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. - Rust itself requires that
From
conversions are infallible, lossless, value-preserving and obvious. This rules out a lot of scenarios such asDynGd::to_gd()
(which only maintains the class part, not trait) orColor::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 aVariant
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)
- all vector types (
- 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:
-
Re-export types of an existing vector algebra crate (like
glam
). Thegdnative
crate started out this way, using types fromeuclid
, 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. -
We could opaquely wrap types, i.e.
Vector2
would contain a privateglam::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).