style: IterationCount to IterationPerStep
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@@ -16,7 +16,7 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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private readonly ICollisionDetector2D collisionDetector = null!;
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private readonly ICollisionResolver2D collisionResolver = null!;
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public int IterationCount { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; }
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public int IterationPerStep { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; }
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public void AddRigidBody(IRigidBody2D rigidBody)
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{
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@@ -39,9 +39,9 @@ public class PhysicsEngine2D : IPhysicsEngine2D
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public void Step(float deltaTime)
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{
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float intervalDeltaTime = deltaTime / IterationCount;
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float intervalDeltaTime = deltaTime / IterationPerStep;
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for (int iterationIndex = 0; iterationIndex < IterationCount; iterationIndex++)
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for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
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{
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// Can Parallel
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for (int i = 0; i < rigidBodies.Count; i++)
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