Repository: godotengine/godot
File: scene/3d/spring_bone_simulator_3d.h (C/C++)

Code before:
	void set_drag_damping_curve(int p_index, const Ref<Curve> &p_damping_curve);
	Ref<Curve> get_drag_damping_curve(int p_index) const;
	void set_gravity(int p_index, float p_gravity);
	float get_gravity(int p_index) const;
	void set_gravity_damping_curve(int p_index, const Ref<Curve> &p_damping_curve);
	Ref<Curve> get_gravity_damping_curve(int p_index) const;
	void set_gravity_direction(int p_index, const Vector3 &p_gravity_direction);
	Vector3 get_gravity_direction(int p_index) const;

	void set_setting_count(int p_count);
	int get_setting_count() const;
	void clear_settings();

	// Individual joints.
	void set_individual_config(int p_index, bool p_enabled);
	bool is_config_individual(int p_index) const;

	void set_joint_bone_name(int p_index, int p_joint, const String &p_bone_name);
	String get_joint_bone_name(int p_index, int p_joint) const;
	void set_joint_bone(int p_index, int p_joint, int p_bone);
	int get_joint_bone(int p_index, int p_joint) const;

	void set_joint_rotation_axis(int p_index, int p_joint, RotationAxis p_axis);
	RotationAxis get_joint_rotation_axis(int p_index, int p_joint) const;
	void set_joint_rotation_axis_vector(int p_index, int p_joint, Vector3 p_vector);
	Vector3 get_joint_rotation_axis_vector(int p_index, int p_joint) const;
	void set_joint_radius(int p_index, int p_joint, float p_radius);
	float get_joint_radius(int p_index, int p_joint) const;
	void set_joint_stiffness(int p_index, int p_joint, float p_stiffness);
	float get_joint_stiffness(int p_index, int p_joint) const;
	void set_joint_drag(int p_index, int p_joint, float p_drag);
	float get_joint_drag(int p_index, int p_joint) const;
	void set_joint_gravity(int p_index, int p_joint, float p_gravity);
	float get_joint_gravity(int p_index, int p_joint) const;
	void set_joint_gravity_direction(int p_index, int p_joint, const Vector3 &p_gravity_direction);
	Vector3 get_joint_gravity_direction(int p_index, int p_joint) const;

	void set_joint_count(int p_index, int p_count);
	int get_joint_count(int p_index) const;

	// Individual collisions.
	void set_enable_all_child_collisions(int p_index, bool p_enabled);
	bool are_all_child_collisions_enabled(int p_index) const;

	void set_exclude_collision_path(int p_index, int p_collision, const NodePath &p_node_path);
	NodePath get_exclude_collision_path(int p_index, int p_collision) const;

	void set_exclude_collision_count(int p_index, int p_count);
	int get_exclude_collision_count(int p_index) const;
	void clear_exclude_collisions(int p_index);


Review comment (suggestion):
```suggestion
	void set_joint_rotation_axis_vector(int p_index, int p_joint, const Vector3 &p_vector);
```

Code after:
	float get_drag(int p_index) const;
	void set_drag_damping_curve(int p_index, const Ref<Curve> &p_damping_curve);
	Ref<Curve> get_drag_damping_curve(int p_index) const;
	void set_gravity(int p_index, float p_gravity);
	float get_gravity(int p_index) const;
	void set_gravity_damping_curve(int p_index, const Ref<Curve> &p_damping_curve);
	Ref<Curve> get_gravity_damping_curve(int p_index) const;
	void set_gravity_direction(int p_index, const Vector3 &p_gravity_direction);
	Vector3 get_gravity_direction(int p_index) const;

	void set_setting_count(int p_count);
	int get_setting_count() const;
	void clear_settings();

	// Individual joints.
	void set_individual_config(int p_index, bool p_enabled);
	bool is_config_individual(int p_index) const;

	void set_joint_bone_name(int p_index, int p_joint, const String &p_bone_name);
	String get_joint_bone_name(int p_index, int p_joint) const;
	void set_joint_bone(int p_index, int p_joint, int p_bone);
	int get_joint_bone(int p_index, int p_joint) const;

	void set_joint_rotation_axis(int p_index, int p_joint, RotationAxis p_axis);
	RotationAxis get_joint_rotation_axis(int p_index, int p_joint) const;
	void set_joint_rotation_axis_vector(int p_index, int p_joint, const Vector3 &p_vector);
	Vector3 get_joint_rotation_axis_vector(int p_index, int p_joint) const;
	void set_joint_radius(int p_index, int p_joint, float p_radius);
	float get_joint_radius(int p_index, int p_joint) const;
	void set_joint_stiffness(int p_index, int p_joint, float p_stiffness);
	float get_joint_stiffness(int p_index, int p_joint) const;
	void set_joint_drag(int p_index, int p_joint, float p_drag);
	float get_joint_drag(int p_index, int p_joint) const;
	void set_joint_gravity(int p_index, int p_joint, float p_gravity);
	float get_joint_gravity(int p_index, int p_joint) const;
	void set_joint_gravity_direction(int p_index, int p_joint, const Vector3 &p_gravity_direction);
	Vector3 get_joint_gravity_direction(int p_index, int p_joint) const;

	void set_joint_count(int p_index, int p_count);
	int get_joint_count(int p_index) const;

	// Individual collisions.
	void set_enable_all_child_collisions(int p_index, bool p_enabled);
	bool are_all_child_collisions_enabled(int p_index) const;

	void set_exclude_collision_path(int p_index, int p_collision, const NodePath &p_node_path);
	NodePath get_exclude_collision_path(int p_index, int p_collision) const;

	void set_exclude_collision_count(int p_index, int p_count);
	int get_exclude_collision_count(int p_index) const;
	void clear_exclude_collisions(int p_index);