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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# ResourceManager::Load
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```cpp
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template<typename T>
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ResourceHandle<T> Load(const Containers::String& path, ImportSettings* settings = nullptr)
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```
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同步加载资源。模板方法,根据路径生成 GUID,先在缓存中查找是否已加载;若未加载则查找对应类型的加载器并同步加载,然后将结果加入缓存。
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**参数:**
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- `path` - 资源路径
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- `settings` - 导入设置(可选)
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**返回:** `ResourceHandle<T>`,持有加载的资源
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**复杂度:** O(n),取决于加载器实现
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**示例:**
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```cpp
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ResourceHandle<Texture> tex = ResourceManager::Get().Load<Texture>("textures/player.png");
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ResourceHandle<Mesh> mesh = ResourceManager::Get().Load<Mesh>("models/player.fbx");
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ResourceHandle<Material> mat = ResourceManager::Get().Load<Material>("materials/player.mat");
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if (tex.IsValid()) {
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// 使用纹理...
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}
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```
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## 相关文档
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- [ResourceManager 总览](resourcemanager.md) - 返回类总览
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