From 3f206fd8e6018d733d53d09dd46213d39b465f2f Mon Sep 17 00:00:00 2001 From: Sai Nane Date: Thu, 28 Nov 2024 14:15:18 +0000 Subject: [PATCH] Remove references to PoolVector PoolVector has not existed since 2020. It was removed in 3205a92a: https://github.com/godotengine/godot/commit/3205a92a --- .../core_and_modules/core_types.rst | 26 +------------------ .../navigation_using_navigationlayers.rst | 4 +-- 2 files changed, 3 insertions(+), 27 deletions(-) diff --git a/contributing/development/core_and_modules/core_types.rst b/contributing/development/core_and_modules/core_types.rst index 59d9bf141..4d5d15544 100644 --- a/contributing/development/core_and_modules/core_types.rst +++ b/contributing/development/core_and_modules/core_types.rst @@ -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 data; - -PoolVector can be accessed using the [] operator and a few helpers exist for this: - -.. code-block:: cpp - - PoolVector::Read r = data.read() - int someint = r[4] - -.. code-block:: cpp - - PoolVector::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 `__ -- `core/pool_vector.h `__ Containers ---------- diff --git a/tutorials/navigation/navigation_using_navigationlayers.rst b/tutorials/navigation/navigation_using_navigationlayers.rst index a8a1540f4..658d8fd68 100644 --- a/tutorials/navigation/navigation_using_navigationlayers.rst +++ b/tutorials/navigation/navigation_using_navigationlayers.rst @@ -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,