Repository: godotengine/godot
File: modules/godot_physics_2d/godot_physics_server_2d.h (C/C++)

Code before:
	virtual void area_set_pickable(RID p_area, bool p_pickable) override;

	/* BODY API */

	// create a body of a given type
	virtual RID body_create() override;

	virtual void body_set_space(RID p_body, RID p_space) override;
	virtual RID body_get_space(RID p_body) const override;

	virtual void body_set_mode(RID p_body, BodyMode p_mode) override;
	virtual BodyMode body_get_mode(RID p_body) const override;

	virtual void body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false) override;
	virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape) override;
	virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform) override;

	virtual int body_get_shape_count(RID p_body) const override;
	virtual RID body_get_shape(RID p_body, int p_shape_idx) const override;
	virtual Transform2D body_get_shape_transform(RID p_body, int p_shape_idx) const override;

	virtual void body_remove_shape(RID p_body, int p_shape_idx) override;
	virtual void body_clear_shapes(RID p_body) override;

	virtual void body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) override;
	virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, real_t p_margin, Vector2 p_direction) override;

	virtual void body_attach_object_instance_id(RID p_body, ObjectID p_id) override;
	virtual ObjectID body_get_object_instance_id(RID p_body) const override;

	virtual void body_attach_canvas_instance_id(RID p_body, ObjectID p_id) override;
	virtual ObjectID body_get_canvas_instance_id(RID p_body) const override;

	virtual void body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) override;
	virtual CCDMode body_get_continuous_collision_detection_mode(RID p_body) const override;

	virtual void body_set_collision_layer(RID p_body, uint32_t p_layer) override;
	virtual uint32_t body_get_collision_layer(RID p_body) const override;

	virtual void body_set_collision_mask(RID p_body, uint32_t p_mask) override;
	virtual uint32_t body_get_collision_mask(RID p_body) const override;

	virtual void body_set_collision_priority(RID p_body, real_t p_priority) override;
	virtual real_t body_get_collision_priority(RID p_body) const override;

	virtual void body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) override;
	virtual Variant body_get_param(RID p_body, BodyParameter p_param) const override;

	virtual void body_reset_mass_properties(RID p_body) override;

	virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override;

Review comment (suggestion):
```suggestion
	virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, real_t p_margin, const Vector2 &p_direction) override;
```

Code after:
	virtual void area_set_pickable(RID p_area, bool p_pickable) override;

	/* BODY API */

	// create a body of a given type
	virtual RID body_create() override;

	virtual void body_set_space(RID p_body, RID p_space) override;
	virtual RID body_get_space(RID p_body) const override;

	virtual void body_set_mode(RID p_body, BodyMode p_mode) override;
	virtual BodyMode body_get_mode(RID p_body) const override;

	virtual void body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false) override;
	virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape) override;
	virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform) override;

	virtual int body_get_shape_count(RID p_body) const override;
	virtual RID body_get_shape(RID p_body, int p_shape_idx) const override;
	virtual Transform2D body_get_shape_transform(RID p_body, int p_shape_idx) const override;

	virtual void body_remove_shape(RID p_body, int p_shape_idx) override;
	virtual void body_clear_shapes(RID p_body) override;

	virtual void body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) override;
	virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, real_t p_margin, const Vector2 &p_direction) override;

	virtual void body_attach_object_instance_id(RID p_body, ObjectID p_id) override;
	virtual ObjectID body_get_object_instance_id(RID p_body) const override;

	virtual void body_attach_canvas_instance_id(RID p_body, ObjectID p_id) override;
	virtual ObjectID body_get_canvas_instance_id(RID p_body) const override;

	virtual void body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) override;
	virtual CCDMode body_get_continuous_collision_detection_mode(RID p_body) const override;

	virtual void body_set_collision_layer(RID p_body, uint32_t p_layer) override;
	virtual uint32_t body_get_collision_layer(RID p_body) const override;

	virtual void body_set_collision_mask(RID p_body, uint32_t p_mask) override;
	virtual uint32_t body_get_collision_mask(RID p_body) const override;

	virtual void body_set_collision_priority(RID p_body, real_t p_priority) override;
	virtual real_t body_get_collision_priority(RID p_body) const override;

	virtual void body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) override;
	virtual Variant body_get_param(RID p_body, BodyParameter p_param) const override;

	virtual void body_reset_mass_properties(RID p_body) override;

	virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override;