Repository: godotengine/godot
File: modules/jolt_physics/jolt_physics_server_3d.h (C/C++)

Code before:

	virtual void soft_body_update_rendering_server(RID p_body, PhysicsServer3DRenderingServerHandler *p_rendering_server_handler) override;

	virtual void soft_body_set_space(RID p_body, RID p_space) override;
	virtual RID soft_body_get_space(RID p_body) const override;

	virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable) override;

	virtual void soft_body_set_collision_layer(RID p_body, uint32_t p_layer) override;
	virtual uint32_t soft_body_get_collision_layer(RID p_body) const override;

	virtual void soft_body_set_collision_mask(RID p_body, uint32_t p_mask) override;
	virtual uint32_t soft_body_get_collision_mask(RID p_body) const override;

	virtual void soft_body_add_collision_exception(RID p_body, RID p_excepted_body) override;
	virtual void soft_body_remove_collision_exception(RID p_body, RID p_excepted_body) override;
	virtual void soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) override;

	virtual void soft_body_set_state(RID p_body, PhysicsServer3D::BodyState p_state, const Variant &p_value) override;
	virtual Variant soft_body_get_state(RID p_body, PhysicsServer3D::BodyState p_state) const override;

	virtual void soft_body_set_transform(RID p_body, const Transform3D &p_transform) override;

	virtual void soft_body_apply_point_impulse(RID p_body, const Vector3 p_impulse, int p_point_index) override;
	virtual void soft_body_apply_point_force(RID p_body, const Vector3 p_force, int p_point_index) override;
	virtual void soft_body_apply_central_impulse(RID p_body, const Vector3 p_impulse) override;
	virtual void soft_body_apply_central_force(RID p_body, const Vector3 p_force) override;

	virtual void soft_body_set_simulation_precision(RID p_body, int p_precision) override;
	virtual int soft_body_get_simulation_precision(RID p_body) const override;

	virtual void soft_body_set_total_mass(RID p_body, real_t p_total_mass) override;
	virtual real_t soft_body_get_total_mass(RID p_body) const override;

	virtual void soft_body_set_linear_stiffness(RID p_body, real_t p_coefficient) override;
	virtual real_t soft_body_get_linear_stiffness(RID p_body) const override;

	virtual void soft_body_set_pressure_coefficient(RID p_body, real_t p_coefficient) override;
	virtual real_t soft_body_get_pressure_coefficient(RID p_body) const override;

	virtual void soft_body_set_damping_coefficient(RID p_body, real_t p_coefficient) override;
	virtual real_t soft_body_get_damping_coefficient(RID p_body) const override;

	virtual void soft_body_set_drag_coefficient(RID p_body, real_t p_coefficient) override;
	virtual real_t soft_body_get_drag_coefficient(RID p_body) const override;

	virtual void soft_body_set_mesh(RID p_body, RID p_mesh) override;

	virtual AABB soft_body_get_bounds(RID p_body) const override;

	virtual void soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) override;

Review comment (suggestion):
Note that this also adds the missing references to the vectors.
```suggestion
	virtual void soft_body_apply_point_impulse(RID p_body, int p_point_index, const Vector3 &p_impulse) override;
	virtual void soft_body_apply_point_force(RID p_body, int p_point_index, const Vector3 &p_force) override;
	virtual void soft_body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) override;
	virtual void soft_body_apply_central_force(RID p_body, const Vector3 &p_force) override;
```

Code after:
	virtual void soft_body_update_rendering_server(RID p_body, PhysicsServer3DRenderingServerHandler *p_rendering_server_handler) override;

	virtual void soft_body_set_space(RID p_body, RID p_space) override;
	virtual RID soft_body_get_space(RID p_body) const override;

	virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable) override;

	virtual void soft_body_set_collision_layer(RID p_body, uint32_t p_layer) override;
	virtual uint32_t soft_body_get_collision_layer(RID p_body) const override;

	virtual void soft_body_set_collision_mask(RID p_body, uint32_t p_mask) override;
	virtual uint32_t soft_body_get_collision_mask(RID p_body) const override;

	virtual void soft_body_add_collision_exception(RID p_body, RID p_excepted_body) override;
	virtual void soft_body_remove_collision_exception(RID p_body, RID p_excepted_body) override;
	virtual void soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) override;

	virtual void soft_body_set_state(RID p_body, PhysicsServer3D::BodyState p_state, const Variant &p_value) override;
	virtual Variant soft_body_get_state(RID p_body, PhysicsServer3D::BodyState p_state) const override;

	virtual void soft_body_set_transform(RID p_body, const Transform3D &p_transform) override;

	virtual void soft_body_apply_point_impulse(RID p_body, int p_point_index, const Vector3 &p_impulse) override;
	virtual void soft_body_apply_point_force(RID p_body, int p_point_index, const Vector3 &p_force) override;
	virtual void soft_body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) override;
	virtual void soft_body_apply_central_force(RID p_body, const Vector3 &p_force) override;

	virtual void soft_body_set_simulation_precision(RID p_body, int p_precision) override;
	virtual int soft_body_get_simulation_precision(RID p_body) const override;

	virtual void soft_body_set_total_mass(RID p_body, real_t p_total_mass) override;
	virtual real_t soft_body_get_total_mass(RID p_body) const override;

	virtual void soft_body_set_linear_stiffness(RID p_body, real_t p_coefficient) override;
	virtual real_t soft_body_get_linear_stiffness(RID p_body) const override;

	virtual void soft_body_set_pressure_coefficient(RID p_body, real_t p_coefficient) override;
	virtual real_t soft_body_get_pressure_coefficient(RID p_body) const override;

	virtual void soft_body_set_damping_coefficient(RID p_body, real_t p_coefficient) override;
	virtual real_t soft_body_get_damping_coefficient(RID p_body) const override;

	virtual void soft_body_set_drag_coefficient(RID p_body, real_t p_coefficient) override;
	virtual real_t soft_body_get_drag_coefficient(RID p_body) const override;

	virtual void soft_body_set_mesh(RID p_body, RID p_mesh) override;

	virtual AABB soft_body_get_bounds(RID p_body) const override;

	virtual void soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) override;