docs: Document stub/not-implemented methods in resources module
Fixed discrepancies between source code and documentation: - AsyncLoader: Document Initialize() ignores workerThreadCount, Submit() doesn't do actual async loading, Update() is stub - ResourceManager: Document UnloadUnused() and ReloadResource() are stubs - ResourceCache: Document OnZeroRefCount() and Flush() are stubs - ResourceDependencyGraph: Document TopologicalSort() returns empty (stub) - ResourceFileSystem: Document GetResourceInfo() doesn't fill modifiedTime, EnumerateResources() is stub - FileArchive: Document Enumerate() is stub - ResourcePackageBuilder: Document AddDirectory() is stub - ImportSettings: Document LoadFromJSON/SaveToJSON are stubs - TextureImportSettings/MeshImportSettings: Document JSON methods are stubs - TextureLoader/MeshLoader/MaterialLoader/ShaderLoader/AudioLoader: Document GetDefaultSettings() returns nullptr - AudioLoader: Document ParseWAVData() is stub, Load() doesn't parse WAV headers - ShaderLoader: Document DetectShaderType/ParseShaderSource are stubs - MaterialLoader: Document ParseMaterialData() is stub - Texture: Document Create() mipLevels=0 behavior, GenerateMipmaps() returns false - Mesh: Document MeshLoader::Load() is example only - IResourceLoader: Document GetDefaultSettings() returns nullptr for all loaders
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@@ -31,12 +31,12 @@ struct OBB {
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| 方法 | 返回值 | 描述 |
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|------|--------|------|
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| [GetAxis(index)](obb-getaxis.md) | `Vector3` | 获取局部轴 |
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| [GetMin()](obb-getmin.md) | `Vector3` | 局部空间最小点 |
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| [GetMax()](obb-getmax.md) | `Vector3` | 局部空间最大点 |
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| [Contains(point)](obb-contains.md) | `bool` | 点是否在 OBB 内 |
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| [Intersects(OBB)](obb-intersects-obb.md) | `bool` | 与另一个 OBB 相交 |
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| [Intersects(Sphere)](obb-intersects-sphere.md) | `bool` | 与球体相交 |
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| [GetAxis(index)](getaxis.md) | `Vector3` | 获取局部轴(index 必须是 0、1 或 2) |
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| [GetMin()](../box/getmin.md) | `Vector3` | 局部空间最小点 |
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| [GetMax()](../box/getmax.md) | `Vector3` | 局部空间最大点 |
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| [Contains(point)](../box/contains.md) | `bool` | 点是否在 OBB 内 |
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| [Intersects(OBB)](intersects-obb.md) | `bool` | 与另一个 OBB 相交 |
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| [Intersects(Sphere)](intersects-sphere.md) | `bool` | 与球体相交 |
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## 相关文档
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23
docs/api/math/aabb/getaxis.md
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23
docs/api/math/aabb/getaxis.md
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@@ -0,0 +1,23 @@
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# OBB::GetAxis
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```cpp
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Vector3 GetAxis(int index) const
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```
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获取 OBB 的局部坐标轴。
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**参数:**
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- `index` - 轴索引(0=X轴, 1=Y轴, 2=Z轴)
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**返回:** `Vector3` - 对应轴的方向向量
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**复杂度:** O(1)
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**示例:**
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```cpp
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OBB obb = ...;
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Vector3 xAxis = obb.GetAxis(0); // 局部 X 轴
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Vector3 yAxis = obb.GetAxis(1); // 局部 Y 轴
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Vector3 zAxis = obb.GetAxis(2); // 局部 Z 轴
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```
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24
docs/api/math/aabb/intersects-obb.md
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24
docs/api/math/aabb/intersects-obb.md
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@@ -0,0 +1,24 @@
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# OBB::Intersects (OBB)
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```cpp
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bool Intersects(const OBB& other) const
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```
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检测两个 OBB 是否相交(使用 SAT 分离轴定理)。
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**参数:**
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- `other` - 另一个 OBB
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**返回:** `bool` - true 表示相交
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**复杂度:** O(1)
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**示例:**
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```cpp
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OBB obbA = ...;
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OBB obbB = ...;
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if (obbA.Intersects(obbB)) {
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// 两个有向包围盒相交
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}
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```
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24
docs/api/math/aabb/intersects-sphere.md
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24
docs/api/math/aabb/intersects-sphere.md
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@@ -0,0 +1,24 @@
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# OBB::Intersects (Sphere)
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```cpp
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bool Intersects(const Sphere& sphere) const
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```
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检测 OBB 是否与球体相交。
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**参数:**
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- `sphere` - 要检测的球体
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**返回:** `bool` - true 表示相交
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**复杂度:** O(1)
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**示例:**
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```cpp
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OBB obb = ...;
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Sphere sphere = ...;
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if (obb.Intersects(sphere)) {
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// OBB 与球体相交
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}
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```
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@@ -16,6 +16,11 @@ struct Box {
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};
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```
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**成员:**
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- `center` - 包围盒中心点
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- `extents` - 包围盒半长(各轴向的半径)
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- `transform` - 变换矩阵(用于 OBB 检测)
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**注意:** `Contains` 方法会使用 `transform` 进行真正的 OBB 检测。`Intersects(Box)` 目前使用 AABB 简化算法,未考虑旋转。
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## 构造函数
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@@ -17,6 +17,11 @@ struct Color {
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};
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```
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## 构造函数
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- `Color()` - 默认构造,初始化为白色 (1, 1, 1, 1)
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- `constexpr Color(float r, float g, float b, float a = 1.0f)` - 从 RGBA 分量构造
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## 静态工厂方法
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| 方法 | 返回值 | 描述 |
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@@ -1,12 +1,34 @@
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# Quaternion::Normalized
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# Quaternion::Normalized / Normalize
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## 实例方法
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```cpp
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Quaternion Normalized() const
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Quaternion Normalize(const Quaternion& q)
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```
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返回当前四元数的归一化副本(不修改原四元数)。
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**返回:** `Quaternion` - 归一化后的四元数副本
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**复杂度:** O(1)
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**示例:**
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```cpp
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Quaternion unit = quat.Normalized(); // quat 保持不变
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```
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## 静态方法
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```cpp
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static Quaternion Normalize(const Quaternion& q)
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```
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归一化四元数。
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**参数:**
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- `q` - 要归一化的四元数
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**返回:** `Quaternion` - 归一化后的四元数
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**复杂度:** O(1)
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@@ -14,6 +36,5 @@ Quaternion Normalize(const Quaternion& q)
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**示例:**
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```cpp
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Quaternion unit = quat.Normalized();
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Quaternion unit2 = Quaternion::Normalize(quat);
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Quaternion unit = Quaternion::Normalize(quat);
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```
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@@ -38,8 +38,13 @@ struct Quaternion {
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| [Inverse()](inverse.md) | `Quaternion` | 共轭/逆四元数 |
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| [Dot(other)](dot.md) | `float` | 点积 |
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| [Magnitude()](magnitude.md) | `float` | 模长 |
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| [Normalized()](normalized.md) | `Quaternion` | 归一化 |
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| [Normalize(q)](normalized.md) | `Quaternion` | 归一化(静态) |
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| [Normalized()](normalized.md) | `Quaternion` | 归一化副本 |
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## 静态方法
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| 方法 | 返回值 | 描述 |
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|------|--------|------|
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| [Normalize(q)](normalized.md) | `Quaternion` | 归一化四元数 |
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## 运算符
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