diff --git a/Engine.Physics2D/Abstract/IPhysicsEngine2D.cs b/Engine.Physics2D/Abstract/IPhysicsEngine2D.cs index d2ad40e..71d2003 100644 --- a/Engine.Physics2D/Abstract/IPhysicsEngine2D.cs +++ b/Engine.Physics2D/Abstract/IPhysicsEngine2D.cs @@ -8,7 +8,7 @@ public interface IPhysicsEngine2D /// /// The number of iterations the performs per step. /// - int IterationCount { get; set; } + int IterationPerStep { get; set; } /// /// Advances the physics simulation by the specified time. diff --git a/Engine.Physics2D/PhysicsEngine2D.cs b/Engine.Physics2D/PhysicsEngine2D.cs index 0b63c59..9b5332f 100644 --- a/Engine.Physics2D/PhysicsEngine2D.cs +++ b/Engine.Physics2D/PhysicsEngine2D.cs @@ -16,7 +16,7 @@ public class PhysicsEngine2D : IPhysicsEngine2D private readonly ICollisionDetector2D collisionDetector = null!; private readonly ICollisionResolver2D collisionResolver = null!; - public int IterationCount { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; } + public int IterationPerStep { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; } public void AddRigidBody(IRigidBody2D rigidBody) { @@ -39,9 +39,9 @@ public class PhysicsEngine2D : IPhysicsEngine2D public void Step(float deltaTime) { - float intervalDeltaTime = deltaTime / IterationCount; + float intervalDeltaTime = deltaTime / IterationPerStep; - for (int iterationIndex = 0; iterationIndex < IterationCount; iterationIndex++) + for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++) { // Can Parallel for (int i = 0; i < rigidBodies.Count; i++) diff --git a/Engine.Physics2D/PhysicsEngine2DCacher.cs b/Engine.Physics2D/PhysicsEngine2DCacher.cs index d691355..06d306f 100644 --- a/Engine.Physics2D/PhysicsEngine2DCacher.cs +++ b/Engine.Physics2D/PhysicsEngine2DCacher.cs @@ -12,7 +12,7 @@ public class PhysicsEngine2DCacher : IPhysicsEngine2D, IAssignableGameManager public Action? OnGameManagerAssigned { get; set; } = null; - private int _iterationCount = 1; + private int _iterationPerStep = 1; protected readonly ICollisionDetector2D collisionDetector = null!; protected readonly ICollisionResolver2D collisionResolver = null!; @@ -21,14 +21,14 @@ public class PhysicsEngine2DCacher : IPhysicsEngine2D, IAssignableGameManager protected BehaviourCacher colliderCacher = new(); - public int IterationCount { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; } + public int IterationPerStep { get => _iterationPerStep; set => _iterationPerStep = value < 1 ? 1 : value; } public IGameManager GameManager { get; private set; } = null!; public void Step(float deltaTime) { - float intervalDeltaTime = deltaTime / IterationCount; + float intervalDeltaTime = deltaTime / IterationPerStep; - for (int iterationIndex = 0; iterationIndex < IterationCount; iterationIndex++) + for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++) { // Can Parallel foreach (var rigidBody in rigidBodyCacher)