void IDuringForcesUpdateable.Update(float dt)
{
PreUpdate();
affectedEntities = Shape.GetPossiblyAffectedEntities();
if (AllowMultithreading && ThreadManager.ThreadCount > 1)
{
currentTimestep = dt;
ThreadManager.ForLoop(0, affectedEntities.Count, subfunction);
}
else
{
currentTimestep = dt;
//No multithreading, so do it directly.
int count = affectedEntities.Count;
for (int i = 0; i < count; i++)
{
CalculateImpulsesSubfunction(i);
}
}
}