diff options
author | max-001 <maxsmits21@kpnmail.nl> | 2024-12-06 09:24:20 +0100 |
---|---|---|
committer | max-001 <maxsmits21@kpnmail.nl> | 2024-12-06 09:24:20 +0100 |
commit | 5835e478ff8c9417b5b12c8fe2e21cc0311991be (patch) | |
tree | b89c3924637dbb5c1bcb761d501f13f2ee6a8750 /src/test | |
parent | 9cd9e3674d8b1c326c81b7896b9254408fb19972 (diff) | |
parent | 453aeafda1503aeafa54b8f6e293936c1a3db5ea (diff) |
Merge branch 'jaro/collision-system' of github.com:lonkaars/crepe into max/AI
Diffstat (limited to 'src/test')
-rw-r--r-- | src/test/CMakeLists.txt | 32 | ||||
-rw-r--r-- | src/test/CollisionTest.cpp | 390 | ||||
-rw-r--r-- | src/test/PhysicsTest.cpp | 10 | ||||
-rw-r--r-- | src/test/Profiling.cpp | 230 |
4 files changed, 641 insertions, 21 deletions
diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt index e19d7de..a863598 100644 --- a/src/test/CMakeLists.txt +++ b/src/test/CMakeLists.txt @@ -1,18 +1,20 @@ target_sources(test_main PUBLIC main.cpp - PhysicsTest.cpp - ScriptTest.cpp - ParticleTest.cpp - AssetTest.cpp - OptionalRefTest.cpp - RenderSystemTest.cpp - EventTest.cpp - ECSTest.cpp - SceneManagerTest.cpp - ValueBrokerTest.cpp - DBTest.cpp - Vector2Test.cpp - InputTest.cpp - ScriptEventTest.cpp - ScriptSceneTest.cpp + CollisionTest.cpp + # PhysicsTest.cpp + # ScriptTest.cpp + # ParticleTest.cpp + # AssetTest.cpp + # OptionalRefTest.cpp + # RenderSystemTest.cpp + # EventTest.cpp + # ECSTest.cpp + # SceneManagerTest.cpp + # ValueBrokerTest.cpp + # DBTest.cpp + # Vector2Test.cpp + # InputTest.cpp + # ScriptEventTest.cpp + # ScriptSceneTest.cpp + # Profiling.cpp ) diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp new file mode 100644 index 0000000..a683b1f --- /dev/null +++ b/src/test/CollisionTest.cpp @@ -0,0 +1,390 @@ +#include "api/BoxCollider.h" +#include "manager/Mediator.h" +#include <cmath> +#include <cstddef> +#include <gtest/gtest.h> + +#define private public +#define protected public + +#include <crepe/manager/ComponentManager.h> +#include <crepe/manager/Mediator.h> +#include <crepe/api/Event.h> +#include <crepe/manager/EventManager.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Script.h> +#include <crepe/api/Transform.h> +#include <crepe/system/CollisionSystem.h> +#include <crepe/system/ScriptSystem.h> +#include <crepe/types.h> +#include <crepe/util/Log.h> + +using namespace std; +using namespace std::chrono_literals; +using namespace crepe; +using namespace testing; + +class CollisionHandler : public Script { +public: + int box_id; + function<void(const CollisionEvent & ev)> test_fn = [](const CollisionEvent & ev) {}; + + CollisionHandler(int box_id) { this->box_id = box_id; } + + 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); }); + } + void update() { + // Retrieve component from the same GameObject this script is on + } +}; + +class CollisionTest : public Test { +public: + Mediator m; + ComponentManager mgr{m}; + CollisionSystem collision_sys{m}; + ScriptSystem script_sys{m}; + + 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}, + }); + // Create a box with an inner size of 10x10 units + world.add_component<BoxCollider>(vec2{0, -100}, vec2{100, 100}); // Top + world.add_component<BoxCollider>(vec2{0, 100}, vec2{100, 100}); // Bottom + world.add_component<BoxCollider>(vec2{-100, 0}, vec2{100, 100}); // Left + world.add_component<BoxCollider>(vec2{100, 0}, vec2{100, 100}); // right + + game_object1.add_component<Rigidbody>(Rigidbody::Data{ + .mass = 1, + .gravity_scale = 0.01, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = {0, 0}, + .constraints = {0, 0, 0}, + .elastisity_coefficient = 1, + .offset = {0, 0}, + .collision_layers = {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()); + 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}, + .constraints = {0, 0, 0}, + .elastisity_coefficient = 1, + .offset = {0, 0}, + .collision_layers = {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()); + ASSERT_NE(script_object2_ref, nullptr); + + // Ensure Script::init() is called on all BehaviorScript instances + script_sys.update(); + } +}; + +TEST_F(CollisionTest, collision_example) { + bool collision_happend = false; + script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { + collision_happend = true; + EXPECT_EQ(ev.info.this_collider.game_object_id, 1); + }; + script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { + collision_happend = true; + EXPECT_EQ(ev.info.this_collider.game_object_id, 2); + }; + EXPECT_FALSE(collision_happend); + collision_sys.update(); + EXPECT_FALSE(collision_happend); +} + +TEST_F(CollisionTest, collision_box_box_dynamic_both_no_velocity) { + bool collision_happend = false; + script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { + collision_happend = true; + EXPECT_EQ(ev.info.this_collider.game_object_id, 1); + EXPECT_EQ(ev.info.resolution.x, 10); + EXPECT_EQ(ev.info.resolution.y, 10); + EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); + }; + 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, 10); + EXPECT_EQ(ev.info.resolution.y, 10); + EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); + }; + EXPECT_FALSE(collision_happend); + Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); + tf.position = {50, 30}; + collision_sys.update(); + EXPECT_TRUE(collision_happend); +} + +TEST_F(CollisionTest, collision_box_box_dynamic_x_direction_no_velocity) { + bool collision_happend = false; + script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { + collision_happend = true; + 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); + }; + 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_FALSE(collision_happend); + Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); + tf.position = {45, 30}; + collision_sys.update(); + EXPECT_TRUE(collision_happend); +} + +TEST_F(CollisionTest, collision_box_box_dynamic_y_direction_no_velocity) { + bool collision_happend = false; + script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { + collision_happend = true; + 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); + }; + 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_FALSE(collision_happend); + Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); + tf.position = {50, 25}; + collision_sys.update(); + EXPECT_TRUE(collision_happend); +} + +TEST_F(CollisionTest, collision_box_box_dynamic_both) { + bool collision_happend = false; + script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { + collision_happend = true; + EXPECT_EQ(ev.info.this_collider.game_object_id, 1); + EXPECT_EQ(ev.info.resolution.x, 10); + EXPECT_EQ(ev.info.resolution.y, 10); + EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); + }; + 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, 10); + EXPECT_EQ(ev.info.resolution.y, 10); + EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); + }; + EXPECT_FALSE(collision_happend); + Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); + tf.position = {50, 30}; + Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get(); + rg1.data.linear_velocity = {10, 10}; + Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get(); + rg2.data.linear_velocity = {10, 10}; + collision_sys.update(); + EXPECT_TRUE(collision_happend); +} + +TEST_F(CollisionTest, collision_box_box_dynamic_x_direction) { + bool collision_happend = false; + script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { + collision_happend = true; + 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); + }; + 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_FALSE(collision_happend); + Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); + tf.position = {45, 30}; + Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get(); + rg1.data.linear_velocity = {10, 10}; + Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get(); + rg2.data.linear_velocity = {10, 10}; + collision_sys.update(); + EXPECT_TRUE(collision_happend); +} + +TEST_F(CollisionTest, collision_box_box_dynamic_y_direction) { + bool collision_happend = false; + script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { + collision_happend = true; + 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); + }; + 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_FALSE(collision_happend); + Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); + tf.position = {50, 25}; + Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get(); + rg1.data.linear_velocity = {10, 10}; + Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get(); + 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) { + collision_happend = true; + EXPECT_EQ(ev.info.this_collider.game_object_id, 1); + EXPECT_EQ(ev.info.resolution.x, 10); + EXPECT_EQ(ev.info.resolution.y, 10); + EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); + }; + script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { + // is static should not be called + FAIL(); + }; + EXPECT_FALSE(collision_happend); + Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); + 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(); + EXPECT_TRUE(collision_happend); +} + +TEST_F(CollisionTest, collision_box_box_static_x_direction) { + bool collision_happend = false; + script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { + collision_happend = true; + 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); + }; + script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { + // is static should not be called + FAIL(); + }; + EXPECT_FALSE(collision_happend); + Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); + tf.position = {45, 30}; + Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get(); + 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_y_direction) { + bool collision_happend = false; + script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { + collision_happend = true; + 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); + }; + script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { + // is static should not be called + FAIL(); + }; + EXPECT_FALSE(collision_happend); + Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); + tf.position = {50, 25}; + Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get(); + 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 + 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); + }; + script_object2_ref->test_fn = [&](const CollisionEvent & ev) { + // is static should not be called + FAIL(); + }; + EXPECT_FALSE(collision_happend); + Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); + tf.position = {45, 30}; + Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get(); + 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}; + 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}; + collision_sys.update(); + EXPECT_TRUE(collision_happend); +} diff --git a/src/test/PhysicsTest.cpp b/src/test/PhysicsTest.cpp index 43af8e4..43d2931 100644 --- a/src/test/PhysicsTest.cpp +++ b/src/test/PhysicsTest.cpp @@ -30,8 +30,6 @@ public: .max_linear_velocity = vec2{10, 10}, .max_angular_velocity = 10, .constraints = {0, 0}, - .use_gravity = true, - .bounce = false, }); } transforms = mgr.get_components_by_id<Transform>(0); @@ -107,16 +105,16 @@ TEST_F(PhysicsTest, movement) { EXPECT_EQ(transform.position.y, 1); EXPECT_EQ(transform.rotation, 1); - rigidbody.data.linear_damping.x = 0.5; - rigidbody.data.linear_damping.y = 0.5; - rigidbody.data.angular_damping = 0.5; + rigidbody.data.linear_velocity_coefficient.x = 0.5; + rigidbody.data.linear_velocity_coefficient.y = 0.5; + rigidbody.data.angular_velocity_coefficient = 0.5; system.update(); EXPECT_EQ(rigidbody.data.linear_velocity.x, 0.5); EXPECT_EQ(rigidbody.data.linear_velocity.y, 0.5); EXPECT_EQ(rigidbody.data.angular_velocity, 0.5); rigidbody.data.constraints = {1, 1, 0}; - rigidbody.data.angular_damping = 0; + rigidbody.data.angular_velocity_coefficient = 0; rigidbody.data.max_angular_velocity = 1000; rigidbody.data.angular_velocity = 360; system.update(); diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp new file mode 100644 index 0000000..91be769 --- /dev/null +++ b/src/test/Profiling.cpp @@ -0,0 +1,230 @@ +#include "manager/Mediator.h" +#include "system/ParticleSystem.h" +#include "system/PhysicsSystem.h" +#include "system/RenderSystem.h" +#include <chrono> +#include <cmath> +#include <gtest/gtest.h> + +#define private public +#define protected public + +#include <crepe/manager/ComponentManager.h> +#include <crepe/api/Event.h> +#include <crepe/manager/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/system/CollisionSystem.h> +#include <crepe/system/ScriptSystem.h> +#include <crepe/types.h> +#include <crepe/util/Log.h> + +using namespace std; +using namespace std::chrono_literals; +using namespace crepe; +using namespace testing; + +class TestScript : public Script { + 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); }); + } + void update() { + // Retrieve component from the same GameObject this script is on + } +}; + +class Profiling : public Test { +public: + // Config for test + // Minimum amount to let test pass + const int min_gameobject_count = 100; + // Maximum amount to stop test + const int max_gameobject_count = 150; + // Amount of times a test runs to calculate average + const int average = 5; + // Maximum duration to stop test + const std::chrono::microseconds duration = 16000us; + + Mediator m; + ComponentManager mgr{m}; + // Add system used for profling tests + CollisionSystem collision_sys{m}; + PhysicsSystem physics_sys{m}; + ParticleSystem particle_sys{m}; + RenderSystem render_sys{m}; + ScriptSystem script_sys{m}; + + // Test data + std::map<std::string, std::chrono::microseconds> timings; + 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); + // initialize systems here: + //calls init + script_sys.update(); + //creates window + render_sys.update(); + } + + // 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) { + 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); + timings[name] += duration; + return duration; + } + + // Run and profile all systems, return the total time in milliseconds + 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("RenderSystem", [&]() { render_sys.update(); }); + return total_microseconds; + } + + // 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; + } + + void clear_timings() { + for (auto & [key, value] : timings) { + value = std::chrono::microseconds(0); + } + } +}; + +TEST_F(Profiling, Profiling_1) { + while (this->total_time / this->average < this->duration) { + + { + //define gameobject used for testing + GameObject gameobject = mgr.new_object("gameobject", "", {0, 0}); + } + + 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; + } + 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) { + + { + //define gameobject used for testing + 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, + }); + gameobject.add_component<BoxCollider>(vec2{0, 0}, vec2{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); + } + + 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; + } + 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) { + + { + //define gameobject used for testing + 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, + }); + gameobject.add_component<BoxCollider>(vec2{0, 0}, vec2{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); + 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, + }); + } + 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; + } + log_timings(); + EXPECT_GE(this->game_object_count, this->min_gameobject_count); +} |