Remove references to PoolVector

PoolVector has not existed since 2020.

It was removed in 3205a92a:
https://github.com/godotengine/godot/commit/3205a92a
This commit is contained in:
Sai Nane
2024-11-28 14:15:18 +00:00
parent 1a72210be3
commit 3f206fd8e6
2 changed files with 3 additions and 27 deletions

View File

@@ -103,36 +103,12 @@ which are equivalent to new, delete, new[] and delete[].
memnew/memdelete also use a little C++ magic and notify Objects right
after they are created, and right before they are deleted.
For dynamic memory, the PoolVector<> template is provided. PoolVector is a
standard vector class, and is very similar to vector in the C++ standard library.
To create a PoolVector buffer, use this:
.. code-block:: cpp
PoolVector<int> data;
PoolVector can be accessed using the [] operator and a few helpers exist for this:
.. code-block:: cpp
PoolVector<int>::Read r = data.read()
int someint = r[4]
.. code-block:: cpp
PoolVector<int>::Write w = data.write()
w[4] = 22;
These operations allow fast read/write from PoolVectors and keep it
locked until they go out of scope. However, PoolVectors should be used
for small, dynamic memory operations, as read() and write() are too slow for a
large amount of accesses.
For dynamic memory, use Vector<>.
References:
~~~~~~~~~~~
- `core/os/memory.h <https://github.com/godotengine/godot/blob/master/core/os/memory.h>`__
- `core/pool_vector.h <https://github.com/godotengine/godot/blob/master/core/pool_vector.cpp>`__
Containers
----------

View File

@@ -37,7 +37,7 @@ In scripts the following helper functions can be used to work with the ``navigat
var path_query_navigation_layers: int = 0
path_query_navigation_layers = enable_bitmask_inx(path_query_navigation_layers, 2)
# get a path that only considers 2-nd layer regions
var path: PoolVector2Array = NavigationServer2D.map_get_path(
var path: PackedVector2Array = NavigationServer2D.map_get_path(
map,
start_position,
target_position,
@@ -120,7 +120,7 @@ In scripts the following helper functions can be used to work with the ``navigat
var path_query_navigation_layers: int = 0
path_query_navigation_layers = enable_bitmask_inx(path_query_navigation_layers, 2)
# get a path that only considers 2-nd layer regions
var path: PoolVector3Array = NavigationServer3D.map_get_path(
var path: PackedVector3Array = NavigationServer3D.map_get_path(
map,
start_position,
target_position,