style: IterationCount to IterationPerStep

This commit is contained in:
Syntriax 2024-02-01 12:34:06 +03:00
parent 0257911018
commit ab0e868d52
3 changed files with 8 additions and 8 deletions

View File

@ -8,7 +8,7 @@ public interface IPhysicsEngine2D
/// <summary>
/// The number of iterations the <see cref="IPhysicsEngine2D"/> performs per step.
/// </summary>
int IterationCount { get; set; }
int IterationPerStep { get; set; }
/// <summary>
/// Advances the physics simulation by the specified time.

View File

@ -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++)

View File

@ -12,7 +12,7 @@ public class PhysicsEngine2DCacher : IPhysicsEngine2D, IAssignableGameManager
public Action<IAssignableGameManager>? 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<ICollider2D> 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)