docs: 重构 API 文档结构并修正源码准确性

- 重组文档目录结构: 每个模块的概述页移动到模块子目录
- 重命名 index.md 为 main.md
- 修正所有模块文档中的错误:
  - math: FromEuler→FromEulerAngles, TransformDirection 包含缩放, Box 是 OBB, Color::ToRGBA 格式
  - containers: 新增 operator==/!= 文档, 补充 std::hash DJB 算法细节
  - core: 修复 types 链接错误
  - debug: LogLevelToString 返回大写, timestamp 是秒, Profiler 空实现标注, Windows API vs ANSI
  - memory: 修复头文件路径, malloc vs operator new, 新增方法文档
  - resources: 修复 Shader/Texture 链接错误
  - threading: TaskSystem::Wait 空实现标注, ReadWriteLock 重入描述, LambdaTask 链接
- 验证: fix_links.py 确认 0 个断裂引用
This commit is contained in:
2026-03-19 00:22:30 +08:00
parent d0e16962c8
commit dc850d7739
1012 changed files with 26673 additions and 9222 deletions

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# Frustum::Contains (bounds)
```cpp
bool Contains(const Bounds& bounds) const
```
检测轴对齐包围盒是否完全在视锥体内。
**参数:**
- `bounds` - 要检测的轴对齐包围盒
**返回:** `bool` - Bounds 完全在视锥内返回 true
**复杂度:** O(1)
**示例:**
```cpp
Frustum frustum = camera.CalculateFrustum();
Bounds objectBounds = object.GetWorldBounds();
if (frustum.Contains(objectBounds)) {
// 包围盒完全在视锥内,需要渲染
Render(object);
}
```

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# Frustum::Contains (point)
```cpp
bool Contains(const Vector3& point) const
```
检测点是否在视锥体内。
**参数:**
- `point` - 要检测的世界空间点
**返回:** `bool` - 点在视锥内返回 true
**复杂度:** O(1)
**示例:**
```cpp
Frustum frustum = camera.CalculateFrustum();
Vector3 point = object.GetPosition();
if (frustum.Contains(point)) {
// 点在视锥内
}
```

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# Frustum::Contains (sphere)
```cpp
bool Contains(const Sphere& sphere) const
```
检测球体是否完全在视锥体内。
**参数:**
- `sphere` - 要检测的球体
**返回:** `bool` - 球体完全在视锥内返回 true
**复杂度:** O(1)
**示例:**
```cpp
Frustum frustum = camera.CalculateFrustum();
Sphere collider = object.GetBoundingSphere();
if (frustum.Contains(collider)) {
// 球体完全在视锥内
}
```

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# Frustum
视锥体,用于视锥剔除。
**头文件:** `#include <XCEngine/Math/Frustum.h>`
**命名空间:** `XCEngine::Math`
## 类定义
```cpp
class Frustum {
public:
Plane planes[6];
enum class PlaneIndex {
Left = 0,
Right = 1,
Bottom = 2,
Top = 3,
Near = 4,
Far = 5
};
bool Contains(const Vector3& point) const;
bool Contains(const Sphere& sphere) const;
bool Contains(const Bounds& bounds) const;
bool Intersects(const Bounds& bounds) const;
bool Intersects(const Sphere& sphere) const;
};
```
## 实例方法
| 方法 | 返回值 | 描述 |
|------|--------|------|
| [Contains(point)](contains-point.md) | `bool` | 点是否在视锥内 |
| [Contains(sphere)](contains-sphere.md) | `bool` | 球体是否完全在视锥内 |
| [Contains(bounds)](contains-bounds.md) | `bool` | Bounds 是否完全在视锥内 |
| [Intersects(bounds)](intersects-bounds.md) | `bool` | Bounds 是否与视锥相交 |
| [Intersects(sphere)](intersects-sphere.md) | `bool` | 球体是否与视锥相交 |
## 相关文档
- [Math 模块总览](../math.md) - 返回 Math 模块总览

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# Frustum::Intersects (bounds)
```cpp
bool Intersects(const Bounds& bounds) const
```
检测轴对齐包围盒是否与视锥体相交。
**参数:**
- `bounds` - 要检测的轴对齐包围盒
**返回:** `bool` - 与视锥相交返回 true
**复杂度:** O(1)
**示例:**
```cpp
Frustum frustum = camera.CalculateFrustum();
for (const auto& object : sceneObjects) {
if (frustum.Intersects(object.bounds)) {
// 物体与视锥相交,需要渲染
Render(object);
}
}
```

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# Frustum::Intersects (sphere)
```cpp
bool Intersects(const Sphere& sphere) const
```
检测球体是否与视锥体相交。
**参数:**
- `sphere` - 要检测的球体
**返回:** `bool` - 与视锥相交返回 true
**复杂度:** O(1)
**示例:**
```cpp
Frustum frustum = camera.CalculateFrustum();
Sphere collider = object.GetBoundingSphere();
if (frustum.Intersects(collider)) {
// 球体与视锥相交
Render(object);
}
```