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
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# PoolAllocator::PoolAllocator / ~PoolAllocator
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```cpp
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PoolAllocator(size_t blockSize, size_t poolSize, size_t alignment = 8);
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~PoolAllocator() override;
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```
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构造内存池分配器,预分配 `poolSize` 个大小为 `blockSize` 字节的内存块。内存块按 `alignment` 对齐(默认 8 字节)。内部维护一个空闲块链表来管理分配。析构函数释放整个内存池。
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**参数:**
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- `blockSize` - 每个内存块的大小(字节)
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- `poolSize` - 内存池中总块数
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- `alignment` - 对齐要求,默认为 8
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**返回:** 无
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**复杂度:** O(n),需要预分配所有块
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**示例:**
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```cpp
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#include <XCEngine/Memory/PoolAllocator.h>
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struct Particle {
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float x, y, z;
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float vx, vy, vz;
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float life;
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};
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// 创建一个能容纳 1000 个 Particle 的内存池,16 字节对齐
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PoolAllocator pool(sizeof(Particle), 1000, alignof(Particle));
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size_t blockSize = pool.GetBlockSize(); // sizeof(Particle)
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size_t total = pool.GetTotalBlockCount(); // 1000
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size_t free = pool.GetFreeBlockCount(); // 1000
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// 分配和释放
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void* block = pool.Allocate();
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pool.Free(block);
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```
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## 相关文档
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- [PoolAllocator 总览](pool-allocator.md) - 返回类总览
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