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

Code before:
	_update_shapes();

	body->apply_torque_impulse(p_impulse);
	body->wakeup();
}

void GodotPhysicsServer3D::body_apply_central_force(RID p_body, const Vector3 &p_force) {
	GodotBody3D *body = body_owner.get_or_null(p_body);
	ERR_FAIL_NULL(body);

	body->apply_central_force(p_force);
	body->wakeup();
}

void GodotPhysicsServer3D::body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) {
	GodotBody3D *body = body_owner.get_or_null(p_body);
	ERR_FAIL_NULL(body);

	body->apply_force(p_force, p_position);
	body->wakeup();
}
void GodotPhysicsServer3D::soft_body_apply_point_impulse(RID p_body, int point_index, const Vector3 &p_impulse) {
	GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
	ERR_FAIL_NULL(soft_body);

	soft_body->apply_node_impulse(point_index, p_impulse);
}

void GodotPhysicsServer3D::soft_body_apply_point_force(RID p_body, int point_index, const Vector3 &p_force) {
	GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
	ERR_FAIL_NULL(soft_body);

	soft_body->apply_node_force(point_index, p_force);
}

void GodotPhysicsServer3D::soft_body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) {
	GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
	ERR_FAIL_NULL(soft_body);

	soft_body->apply_central_impulse(p_impulse);
}

void GodotPhysicsServer3D::soft_body_apply_central_force(RID p_body, const Vector3 &p_force) {
	GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
	ERR_FAIL_NULL(soft_body);

	soft_body->apply_central_force(p_force);
}

void GodotPhysicsServer3D::body_apply_torque(RID p_body, const Vector3 &p_torque) {
	GodotBody3D *body = body_owner.get_or_null(p_body);

Review comment (bug):
```suggestion

void GodotPhysicsServer3D::soft_body_apply_point_impulse(RID p_body, int p_point_index, const Vector3 &p_impulse) {
	GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
	ERR_FAIL_NULL(soft_body);

	soft_body->apply_node_impulse(p_point_index, p_impulse);
```
Keep an empty line between methods and keep the `p_` prefix

Code after:
	_update_shapes();

	body->apply_torque_impulse(p_impulse);
	body->wakeup();
}

void GodotPhysicsServer3D::body_apply_central_force(RID p_body, const Vector3 &p_force) {
	GodotBody3D *body = body_owner.get_or_null(p_body);
	ERR_FAIL_NULL(body);

	body->apply_central_force(p_force);
	body->wakeup();
}

void GodotPhysicsServer3D::body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) {
	GodotBody3D *body = body_owner.get_or_null(p_body);
	ERR_FAIL_NULL(body);

	body->apply_force(p_force, p_position);
	body->wakeup();
}

void GodotPhysicsServer3D::soft_body_apply_point_impulse(RID p_body, int p_point_index, const Vector3 &p_impulse) {
	GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
	ERR_FAIL_NULL(soft_body);

	soft_body->apply_node_impulse(p_point_index, p_impulse);
}

void GodotPhysicsServer3D::soft_body_apply_point_force(RID p_body, int p_point_index, const Vector3 &p_force) {
	GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
	ERR_FAIL_NULL(soft_body);

	soft_body->apply_node_force(p_point_index, p_force);
}

void GodotPhysicsServer3D::soft_body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) {
	GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
	ERR_FAIL_NULL(soft_body);

	soft_body->apply_central_impulse(p_impulse);
}

void GodotPhysicsServer3D::soft_body_apply_central_force(RID p_body, const Vector3 &p_force) {
	GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
	ERR_FAIL_NULL(soft_body);

	soft_body->apply_central_force(p_force);
}

void GodotPhysicsServer3D::body_apply_torque(RID p_body, const Vector3 &p_torque) {