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Merge pull request #999 from godot-rust/doc/builtin-api-design
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Document builtin API design
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Bromeon authored Jan 12, 2025
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//! Built-in types like `Vector2`, `GString` and `Variant`.
//!
//! # Background on the design of vector algebra types
//!
//! The basic vector algebra types like `Vector2`, `Matrix4` and `Quaternion` are re-implemented
//! here, with an API similar to that in the Godot engine itself. There are other approaches, but
//! they all have their disadvantages:
//!
//! - We could invoke API methods from the engine. The implementations could be generated, but it
//! is slower and prevents inlining.
//!
//! - We could re-export types from an existing vector algebra crate, like `glam`. This removes the
//! duplication, but it would create a strong dependency on a volatile API outside our control.
//! The `gdnative` crate started out this way, using types from `euclid`, but [found it
//! impractical](https://github.com/godot-rust/gdnative/issues/594#issue-705061720). Moreover,
//! the API would not match Godot's own, which would make porting from GDScript (slightly)
//! harder.
//!
//! - We could opaquely wrap types from an existing vector algebra crate. This protects users of
//! `gdextension` from changes in the wrapped crate. However, direct field access using `.x`,
//! `.y`, `.z` is no longer possible. Instead of `v.y += a;` you would have to write
//! `v.set_y(v.get_y() + a);`. (A `union` could be used to add these fields in the public API,
//! but would make every field access unsafe, which is also not great.)
//!
//! - We could re-export types from the [`mint`](https://crates.io/crates/mint) crate, which was
//! explicitly designed to solve this problem. However, it falls short because [operator
//! overloading would become impossible](https://github.com/kvark/mint/issues/75).
//! Please read the [book chapter](https://godot-rust.github.io/book/godot-api/builtins.html) about builtin types.
//!
//! # API design
//!
//! 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`][crate::obj::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
//! `Vector2::new(1, 2)`. This is not strong enough of a reason -- if brevity is of concern, a function `vec2(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](https://doc.rust-lang.org/std/convert/trait.From.html#when-to-implement-from) that `From` conversions are
//! infallible, lossless, value-preserving and obvious. This rules out a lot of scenarios such as `Basis::to_quaternion()` (which only maintains
//! the rotation part, not scale) 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>`][crate::meta::AsArg] 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.
//!
//! [`Rect2::intersection()`]: https://docs.godotengine.org/en/stable/classes/class_rect2.html#class-rect2-method-intersection
//! [`Plane::intersects_ray()`]: https://docs.godotengine.org/en/stable/classes/class_plane.html#class-plane-method-intersects-ray
//!
//! ## 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](https://github.com/godot-rust/gdnative/issues/594#issue-705061720).
//! 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`](https://crates.io/crates/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](https://github.com/kvark/mint/issues/75)).
// Re-export macros.
pub use crate::{array, dict, real, reals, varray};
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