Repository: godotengine/godot
File: modules/godot_physics_3d/godot_physics_server_3d.h (C/C++)

Code before:
	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_user_flags(RID p_body, uint32_t p_flags) override;
	virtual uint32_t body_get_user_flags(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;
	virtual Variant body_get_state(RID p_body, BodyState p_state) const override;

	virtual void body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) override;
	virtual void body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override;
	virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) 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 body_apply_central_force(RID p_body, const Vector3 &p_force) override;
	virtual void body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
	virtual void body_apply_torque(RID p_body, const Vector3 &p_torque) override;

	virtual void body_add_constant_central_force(RID p_body, const Vector3 &p_force) override;
	virtual void body_add_constant_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
	virtual void body_add_constant_torque(RID p_body, const Vector3 &p_torque) override;

	virtual void body_set_constant_force(RID p_body, const Vector3 &p_force) override;
	virtual Vector3 body_get_constant_force(RID p_body) const override;

	virtual void body_set_constant_torque(RID p_body, const Vector3 &p_torque) override;
	virtual Vector3 body_get_constant_torque(RID p_body) const override;

	virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) override;

	virtual void body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) override;
	virtual bool body_is_axis_locked(RID p_body, BodyAxis p_axis) const override;

	virtual void body_add_collision_exception(RID p_body, RID p_body_b) override;
	virtual void body_remove_collision_exception(RID p_body, RID p_body_b) override;
	virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) override;


Review comment (suggestion):
Note that this also adds the missing reference for 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 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_user_flags(RID p_body, uint32_t p_flags) override;
	virtual uint32_t body_get_user_flags(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;
	virtual Variant body_get_state(RID p_body, BodyState p_state) const override;

	virtual void body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) override;
	virtual void body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override;
	virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) 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 body_apply_central_force(RID p_body, const Vector3 &p_force) override;
	virtual void body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
	virtual void body_apply_torque(RID p_body, const Vector3 &p_torque) override;

	virtual void body_add_constant_central_force(RID p_body, const Vector3 &p_force) override;
	virtual void body_add_constant_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
	virtual void body_add_constant_torque(RID p_body, const Vector3 &p_torque) override;

	virtual void body_set_constant_force(RID p_body, const Vector3 &p_force) override;
	virtual Vector3 body_get_constant_force(RID p_body) const override;

	virtual void body_set_constant_torque(RID p_body, const Vector3 &p_torque) override;
	virtual Vector3 body_get_constant_torque(RID p_body) const override;

	virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) override;

	virtual void body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) override;
	virtual bool body_is_axis_locked(RID p_body, BodyAxis p_axis) const override;

	virtual void body_add_collision_exception(RID p_body, RID p_body_b) override;
	virtual void body_remove_collision_exception(RID p_body, RID p_body_b) override;
	virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) override;

	virtual void body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) override;