Repository: godotengine/godot
File: servers/physics_server_3d.h (C/C++)

Code before:
	virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable) = 0;

	virtual void soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) = 0;
	virtual int soft_body_get_simulation_precision(RID p_body) const = 0;

	virtual void soft_body_set_total_mass(RID p_body, real_t p_total_mass) = 0;
	virtual real_t soft_body_get_total_mass(RID p_body) const = 0;

	virtual void soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) = 0;
	virtual real_t soft_body_get_linear_stiffness(RID p_body) const = 0;

	virtual void soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) = 0;
	virtual real_t soft_body_get_pressure_coefficient(RID p_body) const = 0;

	virtual void soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) = 0;
	virtual real_t soft_body_get_damping_coefficient(RID p_body) const = 0;

	virtual void soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) = 0;
	virtual real_t soft_body_get_drag_coefficient(RID p_body) const = 0;

	virtual void soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) = 0;
	virtual Vector3 soft_body_get_point_global_position(RID p_body, int p_point_index) const = 0;

	virtual void soft_body_apply_point_impulse(RID p_body, Vector3 p_impulse, int p_point_index) = 0;
	virtual void soft_body_apply_point_force(RID p_body, Vector3 p_force, int p_point_index) = 0;
	virtual void soft_body_apply_central_impulse(RID p_body, Vector3 p_impulse) = 0;
	virtual void soft_body_apply_central_force(RID p_body, Vector3 p_force) = 0;

	virtual void soft_body_remove_all_pinned_points(RID p_body) = 0;
	virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) = 0;
	virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index) const = 0;

	/* JOINT API */

	enum JointType {
		JOINT_TYPE_PIN,
		JOINT_TYPE_HINGE,
		JOINT_TYPE_SLIDER,
		JOINT_TYPE_CONE_TWIST,
		JOINT_TYPE_6DOF,
		JOINT_TYPE_MAX,

	};

	virtual RID joint_create() = 0;

	virtual void joint_clear(RID p_joint) = 0;

	virtual JointType joint_get_type(RID p_joint) const = 0;

	virtual void joint_set_solver_priority(RID p_joint, int p_priority) = 0;

Review comment (suggestion):
```suggestion
	virtual void soft_body_apply_point_impulse(RID p_body, int p_point_index, const Vector3 &p_impulse) = 0;
	virtual void soft_body_apply_point_force(RID p_body, int p_point_index, const Vector3 &p_force) = 0;
	virtual void soft_body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) = 0;
	virtual void soft_body_apply_central_force(RID p_body, const Vector3 &p_force) = 0;
```

Code after:

	virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable) = 0;

	virtual void soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) = 0;
	virtual int soft_body_get_simulation_precision(RID p_body) const = 0;

	virtual void soft_body_set_total_mass(RID p_body, real_t p_total_mass) = 0;
	virtual real_t soft_body_get_total_mass(RID p_body) const = 0;

	virtual void soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) = 0;
	virtual real_t soft_body_get_linear_stiffness(RID p_body) const = 0;

	virtual void soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) = 0;
	virtual real_t soft_body_get_pressure_coefficient(RID p_body) const = 0;

	virtual void soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) = 0;
	virtual real_t soft_body_get_damping_coefficient(RID p_body) const = 0;

	virtual void soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) = 0;
	virtual real_t soft_body_get_drag_coefficient(RID p_body) const = 0;

	virtual void soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) = 0;
	virtual Vector3 soft_body_get_point_global_position(RID p_body, int p_point_index) const = 0;

	virtual void soft_body_apply_point_impulse(RID p_body, int p_point_index, const Vector3 &p_impulse) = 0;
	virtual void soft_body_apply_point_force(RID p_body, int p_point_index, const Vector3 &p_force) = 0;
	virtual void soft_body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) = 0;
	virtual void soft_body_apply_central_force(RID p_body, const Vector3 &p_force) = 0;

	virtual void soft_body_remove_all_pinned_points(RID p_body) = 0;
	virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) = 0;
	virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index) const = 0;

	/* JOINT API */

	enum JointType {
		JOINT_TYPE_PIN,
		JOINT_TYPE_HINGE,
		JOINT_TYPE_SLIDER,
		JOINT_TYPE_CONE_TWIST,
		JOINT_TYPE_6DOF,
		JOINT_TYPE_MAX,

	};

	virtual RID joint_create() = 0;

	virtual void joint_clear(RID p_joint) = 0;

	virtual JointType joint_get_type(RID p_joint) const = 0;