docs: 更新 containers 和 threading 模块文档

- containers: 更新 string 类的多个方法文档
- threading: 更新 mutex 和 task-group 方法文档
This commit is contained in:
2026-03-26 01:59:14 +08:00
parent 8df04c120f
commit 5c3566774b
42 changed files with 714 additions and 96 deletions

View File

@@ -330,6 +330,65 @@ TEST_F(SceneTest, Save_And_Load_PreservesHierarchyAndComponents) {
std::filesystem::remove(scenePath);
}
TEST_F(SceneTest, SerializeToString_And_DeserializeFromString_PreservesHierarchyAndComponents) {
testScene->SetName("Round Trip Scene");
testScene->SetActive(false);
GameObject* parent = testScene->CreateGameObject("Parent");
parent->GetTransform()->SetLocalPosition(Vector3(2.0f, 4.0f, 6.0f));
parent->GetTransform()->SetLocalScale(Vector3(1.5f, 1.5f, 1.5f));
auto* light = parent->AddComponent<LightComponent>();
light->SetLightType(LightType::Point);
light->SetIntensity(4.0f);
light->SetRange(20.0f);
light->SetCastsShadows(true);
GameObject* child = testScene->CreateGameObject("Child Camera", parent);
child->GetTransform()->SetLocalPosition(Vector3(1.0f, 0.0f, -3.0f));
auto* camera = child->AddComponent<CameraComponent>();
camera->SetProjectionType(CameraProjectionType::Perspective);
camera->SetFieldOfView(72.0f);
camera->SetNearClipPlane(0.2f);
camera->SetFarClipPlane(512.0f);
camera->SetPrimary(true);
const std::string serialized = testScene->SerializeToString();
Scene loadedScene;
loadedScene.DeserializeFromString(serialized);
EXPECT_EQ(loadedScene.GetName(), "Round Trip Scene");
EXPECT_FALSE(loadedScene.IsActive());
EXPECT_EQ(loadedScene.GetRootGameObjects().size(), 1u);
GameObject* loadedParent = loadedScene.Find("Parent");
GameObject* loadedChild = loadedScene.Find("Child Camera");
ASSERT_NE(loadedParent, nullptr);
ASSERT_NE(loadedChild, nullptr);
EXPECT_EQ(loadedChild->GetParent(), loadedParent);
EXPECT_EQ(loadedParent->GetTransform()->GetLocalPosition(), Vector3(2.0f, 4.0f, 6.0f));
EXPECT_EQ(loadedParent->GetTransform()->GetLocalScale(), Vector3(1.5f, 1.5f, 1.5f));
EXPECT_EQ(loadedChild->GetTransform()->GetPosition(), Vector3(3.5f, 4.0f, 1.5f));
auto* loadedLight = loadedParent->GetComponent<LightComponent>();
ASSERT_NE(loadedLight, nullptr);
EXPECT_EQ(loadedLight->GetLightType(), LightType::Point);
EXPECT_FLOAT_EQ(loadedLight->GetIntensity(), 4.0f);
EXPECT_FLOAT_EQ(loadedLight->GetRange(), 20.0f);
EXPECT_TRUE(loadedLight->GetCastsShadows());
auto* loadedCamera = loadedChild->GetComponent<CameraComponent>();
ASSERT_NE(loadedCamera, nullptr);
EXPECT_EQ(loadedCamera->GetProjectionType(), CameraProjectionType::Perspective);
EXPECT_FLOAT_EQ(loadedCamera->GetFieldOfView(), 72.0f);
EXPECT_FLOAT_EQ(loadedCamera->GetNearClipPlane(), 0.2f);
EXPECT_FLOAT_EQ(loadedCamera->GetFarClipPlane(), 512.0f);
EXPECT_TRUE(loadedCamera->IsPrimary());
}
TEST_F(SceneTest, Save_ContainsHierarchyAndComponentEntries) {
GameObject* parent = testScene->CreateGameObject("Parent");
GameObject* child = testScene->CreateGameObject("Child", parent);