diff options
Diffstat (limited to 'src/test')
| -rw-r--r-- | src/test/CMakeLists.txt | 26 | ||||
| -rw-r--r-- | src/test/CollisionTest.cpp | 347 | ||||
| -rw-r--r-- | src/test/Profiling.cpp | 151 | ||||
| -rw-r--r-- | src/test/main.cpp | 2 | 
4 files changed, 513 insertions, 13 deletions
| diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt index d310f6a..68fa01c 100644 --- a/src/test/CMakeLists.txt +++ b/src/test/CMakeLists.txt @@ -1,15 +1,17 @@  target_sources(test_main PUBLIC +	# CollisionTest.cpp  	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 +	# PhysicsTest.cpp +	# ScriptTest.cpp +	# ParticleTest.cpp +	# AssetTest.cpp +	# OptionalRefTest.cpp +	# RenderSystemTest.cpp +	# EventTest.cpp +	# ECSTest.cpp +	# SceneManagerTest.cpp +	# ValueBrokerTest.cpp +	# DBTest.cpp +	# Vector2Test.cpp +	Profiling.cpp  ) diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp new file mode 100644 index 0000000..245cced --- /dev/null +++ b/src/test/CollisionTest.cpp @@ -0,0 +1,347 @@ +#include <cmath> +#include <cstddef> +#include <gtest/gtest.h> + +#define private public +#define protected public + +#include <crepe/ComponentManager.h> +#include <crepe/api/Event.h> +#include <crepe/api/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: +	ComponentManager mgr; +	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}); + +	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, +			.bounce = false, +			.offset = {0,0}, +		}); +		// Create a box with an inner size of 10x10 units +		world.add_component<BoxCollider>(vec2{0, -100}, 100, 100); // Top +		world.add_component<BoxCollider>(vec2{0, 100}, 100, 100); // Bottom +		world.add_component<BoxCollider>(vec2{-100, 0}, 100, 100); // Left +		world.add_component<BoxCollider>(vec2{100, 0}, 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}, +			.use_gravity = true, +			.bounce = true, +			.elastisity = 1, +			.offset = {0,0}, +		}); +		game_object1.add_component<BoxCollider>(vec2{0, 0}, 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}, +			.use_gravity = true, +			.bounce = true, +			.elastisity = 1, +			.offset = {0,0}, +		}); +		game_object2.add_component<BoxCollider>(vec2{0, 0}, 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.first.collider.game_object_id, 1); +	}; +	script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { +		collision_happend = true; +		EXPECT_EQ(ev.info.first.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.first.collider.game_object_id, 1); +		EXPECT_EQ(ev.info.move_back_value.x, 10); +		EXPECT_EQ(ev.info.move_back_value.y, 10); +		EXPECT_EQ(ev.info.move_back_direction, crepe::CollisionSystem::Direction::BOTH); +	}; +	script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { +		collision_happend = true; +		EXPECT_EQ(ev.info.first.collider.game_object_id, 2); +		EXPECT_EQ(ev.info.move_back_value.x, 10); +		EXPECT_EQ(ev.info.move_back_value.y, 10); +		EXPECT_EQ(ev.info.move_back_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.first.collider.game_object_id, 1); +		EXPECT_EQ(ev.info.move_back_value.x, -5); +		EXPECT_EQ(ev.info.move_back_value.y, 0); +		EXPECT_EQ(ev.info.move_back_direction, crepe::CollisionSystem::Direction::X_DIRECTION); +	}; +	script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { +		collision_happend = true; +		EXPECT_EQ(ev.info.first.collider.game_object_id, 2); +		EXPECT_EQ(ev.info.move_back_value.x, 5); +		EXPECT_EQ(ev.info.move_back_value.y, 0); +		EXPECT_EQ(ev.info.move_back_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.first.collider.game_object_id, 1); +		EXPECT_EQ(ev.info.move_back_value.x, 0); +		EXPECT_EQ(ev.info.move_back_value.y, -5); +		EXPECT_EQ(ev.info.move_back_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); +	}; +	script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { +		collision_happend = true; +		EXPECT_EQ(ev.info.first.collider.game_object_id, 2); +		EXPECT_EQ(ev.info.move_back_value.x, 0); +		EXPECT_EQ(ev.info.move_back_value.y, 5); +		EXPECT_EQ(ev.info.move_back_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.first.collider.game_object_id, 1); +		EXPECT_EQ(ev.info.move_back_value.x, 10); +		EXPECT_EQ(ev.info.move_back_value.y, 10); +		EXPECT_EQ(ev.info.move_back_direction, crepe::CollisionSystem::Direction::BOTH); +	}; +	script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { +		collision_happend = true; +		EXPECT_EQ(ev.info.first.collider.game_object_id, 2); +		EXPECT_EQ(ev.info.move_back_value.x, 10); +		EXPECT_EQ(ev.info.move_back_value.y, 10); +		EXPECT_EQ(ev.info.move_back_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.first.collider.game_object_id, 1); +		EXPECT_EQ(ev.info.move_back_value.x, -5); +		EXPECT_EQ(ev.info.move_back_value.y, -5); +		EXPECT_EQ(ev.info.move_back_direction, crepe::CollisionSystem::Direction::X_DIRECTION); +	}; +	script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { +		collision_happend = true; +		EXPECT_EQ(ev.info.first.collider.game_object_id, 2); +		EXPECT_EQ(ev.info.move_back_value.x, 5); +		EXPECT_EQ(ev.info.move_back_value.y, 5); +		EXPECT_EQ(ev.info.move_back_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.first.collider.game_object_id, 1); +		EXPECT_EQ(ev.info.move_back_value.x, -5); +		EXPECT_EQ(ev.info.move_back_value.y, -5); +		EXPECT_EQ(ev.info.move_back_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); +	}; +	script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { +		collision_happend = true; +		EXPECT_EQ(ev.info.first.collider.game_object_id, 2); +		EXPECT_EQ(ev.info.move_back_value.x, 5); +		EXPECT_EQ(ev.info.move_back_value.y, 5); +		EXPECT_EQ(ev.info.move_back_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.first.collider.game_object_id, 1); +		EXPECT_EQ(ev.info.move_back_value.x, 10); +		EXPECT_EQ(ev.info.move_back_value.y, 10); +		EXPECT_EQ(ev.info.move_back_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.first.collider.game_object_id, 1); +		EXPECT_EQ(ev.info.move_back_value.x, -5); +		EXPECT_EQ(ev.info.move_back_value.y, -5); +		EXPECT_EQ(ev.info.move_back_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.first.collider.game_object_id, 1); +		EXPECT_EQ(ev.info.move_back_value.x, -5); +		EXPECT_EQ(ev.info.move_back_value.y, -5); +		EXPECT_EQ(ev.info.move_back_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); +} diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp new file mode 100644 index 0000000..d7a4f2e --- /dev/null +++ b/src/test/Profiling.cpp @@ -0,0 +1,151 @@ +#include "system/ParticleSystem.h" +#include "system/PhysicsSystem.h" +#include "system/RenderSystem.h" +#include <cmath> +#include <chrono> +#include <gtest/gtest.h> + +#define private public +#define protected public + +#include <crepe/ComponentManager.h> +#include <crepe/api/Event.h> +#include <crepe/api/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 TestScript : public Script { +	bool oncollision(const CollisionEvent& test) { +		Log::logf("Box {} script on_collision()", test.info.first.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: +	ComponentManager mgr; +	// Add system used for profling tests  +	CollisionSystem collision_sys{mgr}; +	PhysicsSystem physics_sys{mgr}; +	ParticleSystem particle_sys{mgr}; +	RenderSystem render_sys{mgr}; +	ScriptSystem script_sys{mgr}; + +	// Store individual function timings +	std::map<std::string, long long> timings;  + +	// Min and max gameobject that should and can be created +	int min_gameobject_count = 100; +	int max_gameobject_count = 1000; +	 +	void SetUp() override { +		 +		GameObject do_not_use = mgr.new_object("DO_NOT_USE","",{0,0}); +		do_not_use.add_component<Camera>(Color::WHITE); +		// 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> +	long long time_function(const std::string& name, Func&& func) { +		auto start = std::chrono::steady_clock::now(); +		func(); +		auto end = std::chrono::steady_clock::now(); +		auto duration = std::chrono::duration_cast<std::chrono::microseconds>(end - start).count(); +		timings[name] = duration; // Store the duration in microseconds +		return duration; // Return the duration in microseconds +	} + +	// Run and profile all systems, return the total time in milliseconds +	long long run_all_systems() { +		long long total_microseconds = 0; +		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(long long total_time,int game_object_count) const { +		std::stringstream ss; +		ss <<  std::endl <<"Function timings:\n";  // Starting with a header +		for (const auto& [name, duration] : timings) { +				ss << name << " took " << duration / 1000.0 << " ms (" << duration << " µs). " << std::endl; +		} +		ss << "Total time: " << total_time / 1000.0  << "ms (" << total_time  << " µs)" << std::endl; +		ss << "Amount of gameobjects: " << game_object_count << std::endl; +		// Use GTest INFO macro to print the accumulated log without extra newlines +		GTEST_LOG_(INFO) << ss.str(); +	} +}; + +TEST_F(Profiling, Profiling_example) { +	int game_object_count = 0; +	long long total_time = 0; +	while (total_time < 16000) { +		 +		{ +			//define gameobject used for testing +			GameObject gameobject = mgr.new_object("gameobject","",{0,0}); +		} + +		game_object_count++; +		total_time = run_all_systems(); +		if(game_object_count >= max_gameobject_count) break; +	} +	log_timings(total_time,game_object_count); +	EXPECT_GE(game_object_count, min_gameobject_count); +} + +TEST_F(Profiling, Profiling_small_object_no_collision) { +	int game_object_count = 0; +	long long total_time = 0; +	while (total_time < 16000) { +	 +		{ +			//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{ +			.body_type = Rigidbody::BodyType::STATIC, +			.use_gravity = false, +			}); +			gameobject.add_component<BoxCollider>(vec2{0, 0}, 1, 1); +			gameobject.add_component<BehaviorScript>().set_script<TestScript>(); +			Color color(0, 0, 0, 0); +			gameobject.add_component<Sprite>( +			make_shared<Texture>("/home/jaro/crepe/asset/texture/green_square.png"), color, +			FlipSettings{true, true}); +		} +		 +		render_sys.update(); +		game_object_count++; +		total_time = run_all_systems(); +		if(game_object_count >= max_gameobject_count) break; +	} +	log_timings(total_time,game_object_count); +	EXPECT_GE(game_object_count, min_gameobject_count); +} diff --git a/src/test/main.cpp b/src/test/main.cpp index 241015d..ec293a6 100644 --- a/src/test/main.cpp +++ b/src/test/main.cpp @@ -9,7 +9,7 @@ int main(int argc, char ** argv) {  	InitGoogleTest(&argc, argv);  	auto & cfg = Config::get_instance(); -	cfg.log.level = Log::Level::ERROR; +	cfg.log.level = Log::Level::DEBUG;  	return RUN_ALL_TESTS();  } |