diff options
| author | JAROWMR <jarorutjes07@gmail.com> | 2024-12-04 20:11:02 +0100 | 
|---|---|---|
| committer | JAROWMR <jarorutjes07@gmail.com> | 2024-12-04 20:11:02 +0100 | 
| commit | d76ab0bf77d0a61712dc25bbe1760995be4c4782 (patch) | |
| tree | f71073322d52d6341ed46068e2c63fab8bb6f942 /src/test | |
| parent | 322e9a8ceaa8b2ce5d3e6056be4a9739817d47cf (diff) | |
make format
Diffstat (limited to 'src/test')
| -rw-r--r-- | src/test/CollisionTest.cpp | 122 | ||||
| -rw-r--r-- | src/test/Profiling.cpp | 121 | 
2 files changed, 127 insertions, 116 deletions
| diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp index fec42f3..74edaf7 100644 --- a/src/test/CollisionTest.cpp +++ b/src/test/CollisionTest.cpp @@ -26,22 +26,19 @@ using namespace testing;  class CollisionHandler : public Script {  public:  	int box_id; -	function<void(const CollisionEvent& ev)> test_fn = [](const CollisionEvent & ev) { }; +	function<void(const CollisionEvent & ev)> test_fn = [](const CollisionEvent & ev) {}; -	CollisionHandler(int box_id) { -		this->box_id = box_id; -	} +	CollisionHandler(int box_id) { this->box_id = box_id; } -	bool on_collision(const CollisionEvent& ev) { +	bool on_collision(const CollisionEvent & ev) {  		//Log::logf("Box {} script on_collision()", box_id);  		test_fn(ev);  		return true;  	}  	void init() { -		subscribe<CollisionEvent>([this](const CollisionEvent& ev) -> bool { -			return this->on_collision(ev); -		}); +		subscribe<CollisionEvent>( +			[this](const CollisionEvent & ev) -> bool { return this->on_collision(ev); });  	}  	void update() {  		// Retrieve component from the same GameObject this script is on @@ -54,18 +51,18 @@ public:  	CollisionSystem collision_sys{mgr};  	ScriptSystem script_sys{mgr}; -	GameObject world = mgr.new_object("world","",{50,50}); -	GameObject game_object1 = mgr.new_object("object1", "", { 50, 50}); -	GameObject game_object2 = mgr.new_object("object2", "", { 50, 30}); +	GameObject world = mgr.new_object("world", "", {50, 50}); +	GameObject game_object1 = mgr.new_object("object1", "", {50, 50}); +	GameObject game_object2 = mgr.new_object("object2", "", {50, 30});  	CollisionHandler * script_object1_ref = nullptr;  	CollisionHandler * script_object2_ref = nullptr; -	 +  	void SetUp() override {  		world.add_component<Rigidbody>(Rigidbody::Data{  			// TODO: remove unrelated properties:  			.body_type = Rigidbody::BodyType::STATIC, -			.offset = {0,0}, +			.offset = {0, 0},  		});  		// Create a box with an inner size of 10x10 units  		world.add_component<BoxCollider>(vec2{0, -100}, vec2{100, 100}); // Top @@ -77,28 +74,30 @@ public:  			.mass = 1,  			.gravity_scale = 0.01,  			.body_type = Rigidbody::BodyType::DYNAMIC, -			.linear_velocity = {0,0}, +			.linear_velocity = {0, 0},  			.constraints = {0, 0, 0},  			.elastisity_coefficient = 1, -			.offset = {0,0}, +			.offset = {0, 0},  		});  		game_object1.add_component<BoxCollider>(vec2{0, 0}, vec2{10, 10}); -		BehaviorScript & script_object1 = game_object1.add_component<BehaviorScript>().set_script<CollisionHandler>(1); -		script_object1_ref = static_cast<CollisionHandler*>(script_object1.script.get()); +		BehaviorScript & script_object1 +			= game_object1.add_component<BehaviorScript>().set_script<CollisionHandler>(1); +		script_object1_ref = static_cast<CollisionHandler *>(script_object1.script.get());  		ASSERT_NE(script_object1_ref, nullptr); -		 +  		game_object2.add_component<Rigidbody>(Rigidbody::Data{  			.mass = 1,  			.gravity_scale = 0.01,  			.body_type = Rigidbody::BodyType::DYNAMIC, -			.linear_velocity = {0,0}, +			.linear_velocity = {0, 0},  			.constraints = {0, 0, 0},  			.elastisity_coefficient = 1, -			.offset = {0,0}, +			.offset = {0, 0},  		});  		game_object2.add_component<BoxCollider>(vec2{0, 0}, vec2{10, 10}); -		BehaviorScript & script_object2 = game_object2.add_component<BehaviorScript>().set_script<CollisionHandler>(2); -		script_object2_ref = static_cast<CollisionHandler*>(script_object2.script.get()); +		BehaviorScript & script_object2 +			= game_object2.add_component<BehaviorScript>().set_script<CollisionHandler>(2); +		script_object2_ref = static_cast<CollisionHandler *>(script_object2.script.get());  		ASSERT_NE(script_object2_ref, nullptr);  		// Ensure Script::init() is called on all BehaviorScript instances @@ -139,7 +138,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_both_no_velocity) {  	};  	EXPECT_FALSE(collision_happend);  	Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); -	tf.position = {50,30}; +	tf.position = {50, 30};  	collision_sys.update();  	EXPECT_TRUE(collision_happend);  } @@ -151,18 +150,20 @@ TEST_F(CollisionTest, collision_box_box_dynamic_x_direction_no_velocity) {  		EXPECT_EQ(ev.info.this_collider.game_object_id, 1);  		EXPECT_EQ(ev.info.resolution.x, -5);  		EXPECT_EQ(ev.info.resolution.y, 0); -		EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); +		EXPECT_EQ(ev.info.resolution_direction, +				  crepe::CollisionSystem::Direction::X_DIRECTION);  	};  	script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {  		collision_happend = true;  		EXPECT_EQ(ev.info.this_collider.game_object_id, 2);  		EXPECT_EQ(ev.info.resolution.x, 5);  		EXPECT_EQ(ev.info.resolution.y, 0); -		EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); +		EXPECT_EQ(ev.info.resolution_direction, +				  crepe::CollisionSystem::Direction::X_DIRECTION);  	};  	EXPECT_FALSE(collision_happend);  	Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); -	tf.position = {45,30}; +	tf.position = {45, 30};  	collision_sys.update();  	EXPECT_TRUE(collision_happend);  } @@ -174,18 +175,20 @@ TEST_F(CollisionTest, collision_box_box_dynamic_y_direction_no_velocity) {  		EXPECT_EQ(ev.info.this_collider.game_object_id, 1);  		EXPECT_EQ(ev.info.resolution.x, 0);  		EXPECT_EQ(ev.info.resolution.y, -5); -		EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); +		EXPECT_EQ(ev.info.resolution_direction, +				  crepe::CollisionSystem::Direction::Y_DIRECTION);  	};  	script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {  		collision_happend = true;  		EXPECT_EQ(ev.info.this_collider.game_object_id, 2);  		EXPECT_EQ(ev.info.resolution.x, 0);  		EXPECT_EQ(ev.info.resolution.y, 5); -		EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); +		EXPECT_EQ(ev.info.resolution_direction, +				  crepe::CollisionSystem::Direction::Y_DIRECTION);  	};  	EXPECT_FALSE(collision_happend);  	Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); -	tf.position = {50,25}; +	tf.position = {50, 25};  	collision_sys.update();  	EXPECT_TRUE(collision_happend);  } @@ -208,11 +211,11 @@ TEST_F(CollisionTest, collision_box_box_dynamic_both) {  	};  	EXPECT_FALSE(collision_happend);  	Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); -	tf.position = {50,30}; +	tf.position = {50, 30};  	Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get(); -	rg1.data.linear_velocity = {10,10}; +	rg1.data.linear_velocity = {10, 10};  	Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get(); -	rg2.data.linear_velocity = {10,10}; +	rg2.data.linear_velocity = {10, 10};  	collision_sys.update();  	EXPECT_TRUE(collision_happend);  } @@ -224,22 +227,24 @@ TEST_F(CollisionTest, collision_box_box_dynamic_x_direction) {  		EXPECT_EQ(ev.info.this_collider.game_object_id, 1);  		EXPECT_EQ(ev.info.resolution.x, -5);  		EXPECT_EQ(ev.info.resolution.y, -5); -		EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); +		EXPECT_EQ(ev.info.resolution_direction, +				  crepe::CollisionSystem::Direction::X_DIRECTION);  	};  	script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {  		collision_happend = true;  		EXPECT_EQ(ev.info.this_collider.game_object_id, 2);  		EXPECT_EQ(ev.info.resolution.x, 5);  		EXPECT_EQ(ev.info.resolution.y, 5); -		EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); +		EXPECT_EQ(ev.info.resolution_direction, +				  crepe::CollisionSystem::Direction::X_DIRECTION);  	};  	EXPECT_FALSE(collision_happend);  	Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); -	tf.position = {45,30}; +	tf.position = {45, 30};  	Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get(); -	rg1.data.linear_velocity = {10,10}; +	rg1.data.linear_velocity = {10, 10};  	Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get(); -	rg2.data.linear_velocity = {10,10}; +	rg2.data.linear_velocity = {10, 10};  	collision_sys.update();  	EXPECT_TRUE(collision_happend);  } @@ -251,27 +256,28 @@ TEST_F(CollisionTest, collision_box_box_dynamic_y_direction) {  		EXPECT_EQ(ev.info.this_collider.game_object_id, 1);  		EXPECT_EQ(ev.info.resolution.x, -5);  		EXPECT_EQ(ev.info.resolution.y, -5); -		EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); +		EXPECT_EQ(ev.info.resolution_direction, +				  crepe::CollisionSystem::Direction::Y_DIRECTION);  	};  	script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {  		collision_happend = true;  		EXPECT_EQ(ev.info.this_collider.game_object_id, 2);  		EXPECT_EQ(ev.info.resolution.x, 5);  		EXPECT_EQ(ev.info.resolution.y, 5); -		EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); +		EXPECT_EQ(ev.info.resolution_direction, +				  crepe::CollisionSystem::Direction::Y_DIRECTION);  	};  	EXPECT_FALSE(collision_happend);  	Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); -	tf.position = {50,25}; +	tf.position = {50, 25};  	Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get(); -	rg1.data.linear_velocity = {10,10}; +	rg1.data.linear_velocity = {10, 10};  	Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get(); -	rg2.data.linear_velocity = {10,10}; +	rg2.data.linear_velocity = {10, 10};  	collision_sys.update();  	EXPECT_TRUE(collision_happend);  } -  TEST_F(CollisionTest, collision_box_box_static_both) {  	bool collision_happend = false;  	script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { @@ -287,7 +293,7 @@ TEST_F(CollisionTest, collision_box_box_static_both) {  	};  	EXPECT_FALSE(collision_happend);  	Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); -	tf.position = {50,30}; +	tf.position = {50, 30};  	Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get();  	rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC;  	collision_sys.update(); @@ -301,7 +307,8 @@ TEST_F(CollisionTest, collision_box_box_static_x_direction) {  		EXPECT_EQ(ev.info.this_collider.game_object_id, 1);  		EXPECT_EQ(ev.info.resolution.x, -5);  		EXPECT_EQ(ev.info.resolution.y, -5); -		EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); +		EXPECT_EQ(ev.info.resolution_direction, +				  crepe::CollisionSystem::Direction::X_DIRECTION);  	};  	script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {  		// is static should not be called @@ -309,9 +316,9 @@ TEST_F(CollisionTest, collision_box_box_static_x_direction) {  	};  	EXPECT_FALSE(collision_happend);  	Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); -	tf.position = {45,30}; +	tf.position = {45, 30};  	Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get(); -	rg1.data.linear_velocity = {10,10}; +	rg1.data.linear_velocity = {10, 10};  	Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get();  	rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC;  	collision_sys.update(); @@ -325,7 +332,8 @@ TEST_F(CollisionTest, collision_box_box_static_y_direction) {  		EXPECT_EQ(ev.info.this_collider.game_object_id, 1);  		EXPECT_EQ(ev.info.resolution.x, -5);  		EXPECT_EQ(ev.info.resolution.y, -5); -		EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); +		EXPECT_EQ(ev.info.resolution_direction, +				  crepe::CollisionSystem::Direction::Y_DIRECTION);  	};  	script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {  		// is static should not be called @@ -333,24 +341,24 @@ TEST_F(CollisionTest, collision_box_box_static_y_direction) {  	};  	EXPECT_FALSE(collision_happend);  	Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); -	tf.position = {50,25}; +	tf.position = {50, 25};  	Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get(); -	rg1.data.linear_velocity = {10,10}; +	rg1.data.linear_velocity = {10, 10};  	Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get();  	rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC;  	collision_sys.update();  	EXPECT_TRUE(collision_happend);  } -TEST_F(CollisionTest, collision_box_box_static_multiple) {//todo check visually +TEST_F(CollisionTest, collision_box_box_static_multiple) { //todo check visually  	bool collision_happend = false;  	float offset_value = 0;  	float resolution = 0;  	script_object1_ref->test_fn = [&](const CollisionEvent & ev) {  		collision_happend = true;  		EXPECT_EQ(ev.info.this_collider.game_object_id, 1); -		EXPECT_EQ(ev.info.this_collider.offset.x , offset_value); -		EXPECT_EQ(ev.info.resolution.x , resolution); +		EXPECT_EQ(ev.info.this_collider.offset.x, offset_value); +		EXPECT_EQ(ev.info.resolution.x, resolution);  	};  	script_object2_ref->test_fn = [&](const CollisionEvent & ev) {  		// is static should not be called @@ -358,20 +366,20 @@ TEST_F(CollisionTest, collision_box_box_static_multiple) {//todo check visually  	};  	EXPECT_FALSE(collision_happend);  	Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); -	tf.position = {45,30}; +	tf.position = {45, 30};  	Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get(); -	rg1.data.linear_velocity = {10,10}; +	rg1.data.linear_velocity = {10, 10};  	Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get();  	rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC;  	BoxCollider & bxc = this->mgr.get_components_by_id<BoxCollider>(1).front().get(); -	bxc.offset = {5,0}; +	bxc.offset = {5, 0};  	this->game_object1.add_component<BoxCollider>(vec2{-5, 0}, vec2{10, 10});  	offset_value = 5;  	resolution = 10;  	collision_sys.update();  	offset_value = -5;  	resolution = 10; -	tf.position = {55,30}; +	tf.position = {55, 30};  	collision_sys.update();  	EXPECT_TRUE(collision_happend);  } diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp index fa0f5f3..d2f219e 100644 --- a/src/test/Profiling.cpp +++ b/src/test/Profiling.cpp @@ -1,8 +1,8 @@  #include "system/ParticleSystem.h"  #include "system/PhysicsSystem.h"  #include "system/RenderSystem.h" -#include <cmath>  #include <chrono> +#include <cmath>  #include <gtest/gtest.h>  #define private public @@ -12,10 +12,10 @@  #include <crepe/api/Event.h>  #include <crepe/api/EventManager.h>  #include <crepe/api/GameObject.h> +#include <crepe/api/ParticleEmitter.h>  #include <crepe/api/Rigidbody.h>  #include <crepe/api/Script.h>  #include <crepe/api/Transform.h> -#include <crepe/api/ParticleEmitter.h>  #include <crepe/system/CollisionSystem.h>  #include <crepe/system/ScriptSystem.h>  #include <crepe/types.h> @@ -27,14 +27,13 @@ using namespace crepe;  using namespace testing;  class TestScript : public Script { -	bool oncollision(const CollisionEvent& test) { +	bool oncollision(const CollisionEvent & test) {  		Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id);  		return true;  	}  	void init() { -		subscribe<CollisionEvent>([this](const CollisionEvent& ev) -> bool { -			return this->oncollision(ev); -		}); +		subscribe<CollisionEvent>( +			[this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); });  	}  	void update() {  		// Retrieve component from the same GameObject this script is on @@ -52,10 +51,9 @@ public:  	const int average = 5;  	// Maximum duration to stop test  	const std::chrono::microseconds duration = 16000us; -	  	ComponentManager mgr; -	// Add system used for profling tests  +	// Add system used for profling tests  	CollisionSystem collision_sys{mgr};  	PhysicsSystem physics_sys{mgr};  	ParticleSystem particle_sys{mgr}; @@ -67,12 +65,11 @@ public:  	int game_object_count = 0;  	std::chrono::microseconds total_time = 0us; -	  	void SetUp() override { -		 -		GameObject do_not_use = mgr.new_object("DO_NOT_USE","",{0,0}); -		do_not_use.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, -												   vec2{2000, 2000}, 1.0f); + +		GameObject do_not_use = mgr.new_object("DO_NOT_USE", "", {0, 0}); +		do_not_use.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, +										 1.0f);  		// initialize systems here:  		//calls init  		script_sys.update(); @@ -82,11 +79,12 @@ public:  	// Helper function to time an update call and store its duration  	template <typename Func> -	std::chrono::microseconds time_function(const std::string& name, Func&& func) { +	std::chrono::microseconds time_function(const std::string & name, Func && func) {  		auto start = std::chrono::steady_clock::now();  		func();  		auto end = std::chrono::steady_clock::now(); -		std::chrono::microseconds duration = std::chrono::duration_cast<std::chrono::microseconds>(end - start); +		std::chrono::microseconds duration +			= std::chrono::duration_cast<std::chrono::microseconds>(end - start);  		timings[name] += duration;  		return duration;  	} @@ -95,8 +93,10 @@ public:  	std::chrono::microseconds run_all_systems() {  		std::chrono::microseconds total_microseconds = 0us;  		total_microseconds += time_function("PhysicsSystem", [&]() { physics_sys.update(); }); -		total_microseconds += time_function("CollisionSystem", [&]() { collision_sys.update(); }); -		total_microseconds += time_function("ParticleSystem", [&]() { particle_sys.update(); }); +		total_microseconds +			+= time_function("CollisionSystem", [&]() { collision_sys.update(); }); +		total_microseconds +			+= time_function("ParticleSystem", [&]() { particle_sys.update(); });  		total_microseconds += time_function("RenderSystem", [&]() { render_sys.update(); });  		return total_microseconds;  	} @@ -104,34 +104,33 @@ public:  	// Print timings of all functions  	void log_timings() const {  		std::string result = "\nFunction timings:\n"; -     -    for (const auto& [name, duration] : timings) { -        result += name + " took " + std::to_string(duration.count() / 1000.0 / average) + " ms (" + -                  std::to_string(duration.count() / average) + " µs).\n"; -    } - -    result += "Total time: " + std::to_string(this->total_time.count() / 1000.0 / average) + " ms (" + -              std::to_string(this->total_time.count() / average) + " µs)\n"; -     -    result += "Amount of gameobjects: " + std::to_string(game_object_count) + "\n"; - -    GTEST_LOG_(INFO) << result; + +		for (const auto & [name, duration] : timings) { +			result += name + " took " + std::to_string(duration.count() / 1000.0 / average) +					  + " ms (" + std::to_string(duration.count() / average) + " µs).\n"; +		} + +		result += "Total time: " + std::to_string(this->total_time.count() / 1000.0 / average) +				  + " ms (" + std::to_string(this->total_time.count() / average) + " µs)\n"; + +		result += "Amount of gameobjects: " + std::to_string(game_object_count) + "\n"; + +		GTEST_LOG_(INFO) << result;  	}  	void clear_timings() { -		for (auto& [key, value] : timings) { -    	value = std::chrono::microseconds(0); +		for (auto & [key, value] : timings) { +			value = std::chrono::microseconds(0);  		}  	}  };  TEST_F(Profiling, Profiling_1) { -	while (this->total_time/this->average < this->duration) { -		 +	while (this->total_time / this->average < this->duration) {  		{  			//define gameobject used for testing -			GameObject gameobject = mgr.new_object("gameobject","",{0,0}); +			GameObject gameobject = mgr.new_object("gameobject", "", {0, 0});  		}  		this->game_object_count++; @@ -143,18 +142,19 @@ TEST_F(Profiling, Profiling_1) {  			this->total_time += run_all_systems();  		} -		if(this->game_object_count >= this->max_gameobject_count) break; +		if (this->game_object_count >= this->max_gameobject_count) break;  	}  	log_timings();  	EXPECT_GE(this->game_object_count, this->min_gameobject_count);  }  TEST_F(Profiling, Profiling_2) { -	while (this->total_time/this->average < this->duration) { -	 +	while (this->total_time / this->average < this->duration) { +  		{  			//define gameobject used for testing -			GameObject gameobject = mgr.new_object("gameobject","",{static_cast<float>(game_object_count*2),0}); +			GameObject gameobject = mgr.new_object( +				"gameobject", "", {static_cast<float>(game_object_count * 2), 0});  			gameobject.add_component<Rigidbody>(Rigidbody::Data{  				.gravity_scale = 0.0,  				.body_type = Rigidbody::BodyType::STATIC, @@ -163,7 +163,8 @@ TEST_F(Profiling, Profiling_2) {  			gameobject.add_component<BehaviorScript>().set_script<TestScript>();  			Color color(0, 0, 0, 0);  			auto img = Texture("asset/texture/green_square.png"); -			Sprite & test_sprite = gameobject.add_component<Sprite>(img, color, Sprite::FlipSettings{false, false}, 1, 1, 500); +			Sprite & test_sprite = gameobject.add_component<Sprite>( +				img, color, Sprite::FlipSettings{false, false}, 1, 1, 500);  		}  		this->game_object_count++; @@ -174,50 +175,52 @@ TEST_F(Profiling, Profiling_2) {  			this->total_time += run_all_systems();  		} -		if(this->game_object_count >= this->max_gameobject_count) break; +		if (this->game_object_count >= this->max_gameobject_count) break;  	}  	log_timings();  	EXPECT_GE(this->game_object_count, this->min_gameobject_count);  }  TEST_F(Profiling, Profiling_3) { -	while (this->total_time/this->average < this->duration) { -	 +	while (this->total_time / this->average < this->duration) { +  		{  			//define gameobject used for testing -			GameObject gameobject = mgr.new_object("gameobject","",{static_cast<float>(game_object_count*2),0}); +			GameObject gameobject = mgr.new_object( +				"gameobject", "", {static_cast<float>(game_object_count * 2), 0});  			gameobject.add_component<Rigidbody>(Rigidbody::Data{ -			.gravity_scale = 0, -			.body_type = Rigidbody::BodyType::STATIC, +				.gravity_scale = 0, +				.body_type = Rigidbody::BodyType::STATIC,  			});  			gameobject.add_component<BoxCollider>(vec2{0, 0}, 1, 1);  			gameobject.add_component<BehaviorScript>().set_script<TestScript>();  			Color color(0, 0, 0, 0);  			auto img = Texture("asset/texture/green_square.png"); -			Sprite & test_sprite = gameobject.add_component<Sprite>(img, color, Sprite::FlipSettings{false, false}, 1, 1, 500); +			Sprite & test_sprite = gameobject.add_component<Sprite>( +				img, color, Sprite::FlipSettings{false, false}, 1, 1, 500);  			auto & test = gameobject.add_component<ParticleEmitter>(ParticleEmitter::Data{ -			.max_particles = 10, -			.emission_rate = 100, -			.end_lifespan = 100000, -			.boundary{ -				.width = 1000, -				.height = 1000, -				.offset = vec2{0, 0}, -				.reset_on_exit = false, -			}, -			.sprite = test_sprite, -	}); +				.max_particles = 10, +				.emission_rate = 100, +				.end_lifespan = 100000, +				.boundary{ +					.width = 1000, +					.height = 1000, +					.offset = vec2{0, 0}, +					.reset_on_exit = false, +				}, +				.sprite = test_sprite, +			});  		}  		render_sys.update();  		this->game_object_count++; -		 +  		this->total_time = 0us;  		clear_timings();  		for (int amount = 0; amount < this->average; amount++) {  			this->total_time += run_all_systems();  		} -		if(this->game_object_count >= this->max_gameobject_count) break; +		if (this->game_object_count >= this->max_gameobject_count) break;  	}  	log_timings();  	EXPECT_GE(this->game_object_count, this->min_gameobject_count); |