diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index f87d6342c79..f422dbb1310 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -1058,6 +1058,42 @@
Adds the given body to the list of bodies exempt from collisions.
+
+
+
+
+
+ Distributes and applies a force to all points. A force is time dependent and meant to be applied every physics update.
+
+
+
+
+
+
+
+ Distributes and applies an impulse to all points.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+
+
+
+
+
+
+
+
+ Applies a force to a point. A force is time dependent and meant to be applied every physics update.
+
+
+
+
+
+
+
+
+ Applies an impulse to a point.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+
+
diff --git a/doc/classes/PhysicsServer3DExtension.xml b/doc/classes/PhysicsServer3DExtension.xml
index e58a7ff9a8a..e6d3c576d5c 100644
--- a/doc/classes/PhysicsServer3DExtension.xml
+++ b/doc/classes/PhysicsServer3DExtension.xml
@@ -989,6 +989,36 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml
index 4d8791d8c1f..241e3bb6b77 100644
--- a/doc/classes/SoftBody3D.xml
+++ b/doc/classes/SoftBody3D.xml
@@ -19,6 +19,38 @@
Adds a body to the list of bodies that this body can't collide with.
+
+
+
+
+ Distributes and applies a force to all points. A force is time dependent and meant to be applied every physics update.
+
+
+
+
+
+
+ Distributes and applies an impulse to all points.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+
+
+
+
+
+
+
+ Applies a force to a point. A force is time dependent and meant to be applied every physics update.
+
+
+
+
+
+
+
+ Applies an impulse to a point.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+
+
diff --git a/modules/godot_physics_3d/godot_physics_server_3d.cpp b/modules/godot_physics_3d/godot_physics_server_3d.cpp
index 35aa538ef51..1fa92c81b29 100644
--- a/modules/godot_physics_3d/godot_physics_server_3d.cpp
+++ b/modules/godot_physics_3d/godot_physics_server_3d.cpp
@@ -737,6 +737,34 @@ void GodotPhysicsServer3D::body_apply_force(RID p_body, const Vector3 &p_force,
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) {
GodotBody3D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
diff --git a/modules/godot_physics_3d/godot_physics_server_3d.h b/modules/godot_physics_3d/godot_physics_server_3d.h
index b394ab592b3..407a97d0ae7 100644
--- a/modules/godot_physics_3d/godot_physics_server_3d.h
+++ b/modules/godot_physics_3d/godot_physics_server_3d.h
@@ -212,6 +212,11 @@ public:
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;
diff --git a/modules/godot_physics_3d/godot_soft_body_3d.cpp b/modules/godot_physics_3d/godot_soft_body_3d.cpp
index a117095648d..3b9270b723b 100644
--- a/modules/godot_physics_3d/godot_soft_body_3d.cpp
+++ b/modules/godot_physics_3d/godot_soft_body_3d.cpp
@@ -446,6 +446,30 @@ void GodotSoftBody3D::apply_node_impulse(uint32_t p_node_index, const Vector3 &p
node.v += p_impulse * node.im;
}
+void GodotSoftBody3D::apply_node_force(uint32_t p_node_index, const Vector3 &p_force) {
+ ERR_FAIL_UNSIGNED_INDEX(p_node_index, nodes.size());
+ Node &node = nodes[p_node_index];
+ node.f += p_force;
+}
+
+void GodotSoftBody3D::apply_central_impulse(const Vector3 &p_impulse) {
+ const Vector3 impulse = p_impulse / nodes.size();
+ for (Node &node : nodes) {
+ if (node.im > 0) {
+ node.v += impulse * node.im;
+ }
+ }
+}
+
+void GodotSoftBody3D::apply_central_force(const Vector3 &p_force) {
+ const Vector3 force = p_force / nodes.size();
+ for (Node &node : nodes) {
+ if (node.im > 0) {
+ node.f += force;
+ }
+ }
+}
+
void GodotSoftBody3D::apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse) {
ERR_FAIL_UNSIGNED_INDEX(p_node_index, nodes.size());
Node &node = nodes[p_node_index];
diff --git a/modules/godot_physics_3d/godot_soft_body_3d.h b/modules/godot_physics_3d/godot_soft_body_3d.h
index 1fcf349fb2b..8e6f49a60de 100644
--- a/modules/godot_physics_3d/godot_soft_body_3d.h
+++ b/modules/godot_physics_3d/godot_soft_body_3d.h
@@ -172,6 +172,9 @@ public:
Vector3 get_node_velocity(uint32_t p_node_index) const;
Vector3 get_node_biased_velocity(uint32_t p_node_index) const;
void apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
+ void apply_node_force(uint32_t p_node_index, const Vector3 &p_force);
+ void apply_central_impulse(const Vector3 &p_impulse);
+ void apply_central_force(const Vector3 &p_force);
void apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
uint32_t get_face_count() const;
diff --git a/modules/jolt_physics/jolt_physics_server_3d.cpp b/modules/jolt_physics/jolt_physics_server_3d.cpp
index d126f8bde7b..6178ab5cf66 100644
--- a/modules/jolt_physics/jolt_physics_server_3d.cpp
+++ b/modules/jolt_physics/jolt_physics_server_3d.cpp
@@ -288,6 +288,34 @@ void JoltPhysicsServer3D::area_set_space(RID p_area, RID p_space) {
area->set_space(space);
}
+void JoltPhysicsServer3D::soft_body_apply_point_impulse(RID p_body, int p_point_index, const Vector3 &p_impulse) {
+ JoltSoftBody3D *body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->apply_vertex_impulse(p_point_index, p_impulse);
+}
+
+void JoltPhysicsServer3D::soft_body_apply_point_force(RID p_body, int p_point_index, const Vector3 &p_force) {
+ JoltSoftBody3D *body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->apply_vertex_force(p_point_index, p_force);
+}
+
+void JoltPhysicsServer3D::soft_body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) {
+ JoltSoftBody3D *body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->apply_central_impulse(p_impulse);
+}
+
+void JoltPhysicsServer3D::soft_body_apply_central_force(RID p_body, const Vector3 &p_force) {
+ JoltSoftBody3D *body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->apply_central_force(p_force);
+}
+
RID JoltPhysicsServer3D::area_get_space(RID p_area) const {
const JoltArea3D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL_V(area, RID());
diff --git a/modules/jolt_physics/jolt_physics_server_3d.h b/modules/jolt_physics/jolt_physics_server_3d.h
index 5ee1439459f..3f183fedf61 100644
--- a/modules/jolt_physics/jolt_physics_server_3d.h
+++ b/modules/jolt_physics/jolt_physics_server_3d.h
@@ -322,6 +322,11 @@ public:
virtual void soft_body_set_transform(RID p_body, const Transform3D &p_transform) 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 soft_body_set_simulation_precision(RID p_body, int p_precision) override;
virtual int soft_body_get_simulation_precision(RID p_body) const override;
diff --git a/modules/jolt_physics/objects/jolt_soft_body_3d.cpp b/modules/jolt_physics/objects/jolt_soft_body_3d.cpp
index 67c752748a4..3e793fc8808 100644
--- a/modules/jolt_physics/objects/jolt_soft_body_3d.cpp
+++ b/modules/jolt_physics/objects/jolt_soft_body_3d.cpp
@@ -396,6 +396,57 @@ bool JoltSoftBody3D::is_sleeping() const {
}
}
+void JoltSoftBody3D::apply_vertex_impulse(int p_index, const Vector3 &p_impulse) {
+ ERR_FAIL_COND_MSG(!in_space(), vformat("Failed to apply impulse to '%s'. Doing so without a physics space is not supported when using Jolt Physics. If this relates to a node, try adding the node to a scene tree first.", to_string()));
+
+ ERR_FAIL_NULL(shared);
+ ERR_FAIL_INDEX(p_index, (int)shared->mesh_to_physics.size());
+ const size_t physics_index = (size_t)shared->mesh_to_physics[p_index];
+ ERR_FAIL_COND_MSG(pinned_vertices.has(physics_index), vformat("Failed to apply impulse to point at index %d for '%s'. Point was found to be pinned.", static_cast(physics_index), to_string()));
+
+ JPH::SoftBodyMotionProperties &motion_properties = static_cast(*jolt_body->GetMotionPropertiesUnchecked());
+
+ JPH::Array &physics_vertices = motion_properties.GetVertices();
+ JPH::SoftBodyVertex &physics_vertex = physics_vertices[physics_index];
+
+ physics_vertex.mVelocity += to_jolt(p_impulse) * physics_vertex.mInvMass;
+
+ wake_up();
+}
+
+void JoltSoftBody3D::apply_vertex_force(int p_index, const Vector3 &p_force) {
+ ERR_FAIL_COND_MSG(!in_space(), vformat("Failed to apply force to '%s'. Doing so without a physics space is not supported when using Jolt Physics. If this relates to a node, try adding the node to a scene tree first.", to_string()));
+
+ apply_vertex_impulse(p_index, p_force * space->get_last_step());
+}
+
+void JoltSoftBody3D::apply_central_impulse(const Vector3 &p_impulse) {
+ ERR_FAIL_COND_MSG(!in_space(), vformat("Failed to apply central impulse to '%s'. Doing so without a physics space is not supported when using Jolt Physics. If this relates to a node, try adding the node to a scene tree first.", to_string()));
+ ERR_FAIL_NULL(shared);
+
+ JPH::SoftBodyMotionProperties &motion_properties = static_cast(*jolt_body->GetMotionPropertiesUnchecked());
+ JPH::Array &physics_vertices = motion_properties.GetVertices();
+
+ const JPH::Vec3 impulse = to_jolt(p_impulse) / physics_vertices.size();
+
+ for (JPH::SoftBodyVertex &physics_vertex : physics_vertices) {
+ if (physics_vertex.mInvMass > 0.0f) {
+ physics_vertex.mVelocity += impulse * physics_vertex.mInvMass;
+ }
+ }
+
+ wake_up();
+}
+
+void JoltSoftBody3D::apply_central_force(const Vector3 &p_force) {
+ ERR_FAIL_COND_MSG(!in_space(), vformat("Failed to apply central force to '%s'. Doing so without a physics space is not supported when using Jolt Physics. If this relates to a node, try adding the node to a scene tree first.", to_string()));
+ ERR_FAIL_NULL(shared);
+
+ JPH::BodyInterface &body_iface = space->get_body_iface();
+
+ body_iface.AddForce(jolt_body->GetID(), to_jolt(p_force), JPH::EActivation::Activate);
+}
+
void JoltSoftBody3D::set_is_sleeping(bool p_enabled) {
if (!in_space()) {
return;
diff --git a/modules/jolt_physics/objects/jolt_soft_body_3d.h b/modules/jolt_physics/objects/jolt_soft_body_3d.h
index 4ec422e5553..68b19fe7cb8 100644
--- a/modules/jolt_physics/objects/jolt_soft_body_3d.h
+++ b/modules/jolt_physics/objects/jolt_soft_body_3d.h
@@ -166,4 +166,9 @@ public:
void unpin_all_vertices();
bool is_vertex_pinned(int p_index) const;
+
+ void apply_vertex_impulse(int p_index, const Vector3 &p_impulse);
+ void apply_vertex_force(int p_index, const Vector3 &p_force);
+ void apply_central_impulse(const Vector3 &p_impulse);
+ void apply_central_force(const Vector3 &p_force);
};
diff --git a/scene/3d/physics/soft_body_3d.cpp b/scene/3d/physics/soft_body_3d.cpp
index b0fc94d75f8..fc63836cb50 100644
--- a/scene/3d/physics/soft_body_3d.cpp
+++ b/scene/3d/physics/soft_body_3d.cpp
@@ -363,6 +363,11 @@ void SoftBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_point_transform", "point_index"), &SoftBody3D::get_point_transform);
+ ClassDB::bind_method(D_METHOD("apply_impulse", "point_index", "impulse"), &SoftBody3D::apply_impulse);
+ ClassDB::bind_method(D_METHOD("apply_force", "point_index", "force"), &SoftBody3D::apply_force);
+ ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &SoftBody3D::apply_central_impulse);
+ ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &SoftBody3D::apply_central_force);
+
ClassDB::bind_method(D_METHOD("set_point_pinned", "point_index", "pinned", "attachment_path", "insert_at"), &SoftBody3D::pin_point, DEFVAL(NodePath()), DEFVAL(-1));
ClassDB::bind_method(D_METHOD("is_point_pinned", "point_index"), &SoftBody3D::is_point_pinned);
@@ -671,6 +676,22 @@ Vector3 SoftBody3D::get_point_transform(int p_point_index) {
return PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, p_point_index);
}
+void SoftBody3D::apply_impulse(int p_point_index, const Vector3 &p_impulse) {
+ PhysicsServer3D::get_singleton()->soft_body_apply_point_impulse(physics_rid, p_point_index, p_impulse);
+}
+
+void SoftBody3D::apply_force(int p_point_index, const Vector3 &p_force) {
+ PhysicsServer3D::get_singleton()->soft_body_apply_point_force(physics_rid, p_point_index, p_force);
+}
+
+void SoftBody3D::apply_central_impulse(const Vector3 &p_impulse) {
+ PhysicsServer3D::get_singleton()->soft_body_apply_central_impulse(physics_rid, p_impulse);
+}
+
+void SoftBody3D::apply_central_force(const Vector3 &p_force) {
+ PhysicsServer3D::get_singleton()->soft_body_apply_central_force(physics_rid, p_force);
+}
+
void SoftBody3D::pin_point_toggle(int p_point_index) {
pin_point(p_point_index, !(-1 != _has_pinned_point(p_point_index)));
}
diff --git a/scene/3d/physics/soft_body_3d.h b/scene/3d/physics/soft_body_3d.h
index f136b7ac0b9..722b866eaa8 100644
--- a/scene/3d/physics/soft_body_3d.h
+++ b/scene/3d/physics/soft_body_3d.h
@@ -188,6 +188,11 @@ public:
void set_ray_pickable(bool p_ray_pickable);
bool is_ray_pickable() const;
+ void apply_impulse(int p_point_index, const Vector3 &p_impulse);
+ void apply_force(int p_point_index, const Vector3 &p_force);
+ void apply_central_impulse(const Vector3 &p_impulse);
+ void apply_central_force(const Vector3 &p_force);
+
SoftBody3D();
~SoftBody3D();
diff --git a/servers/extensions/physics_server_3d_extension.cpp b/servers/extensions/physics_server_3d_extension.cpp
index 0937021c641..e1479967411 100644
--- a/servers/extensions/physics_server_3d_extension.cpp
+++ b/servers/extensions/physics_server_3d_extension.cpp
@@ -358,6 +358,11 @@ void PhysicsServer3DExtension::_bind_methods() {
GDVIRTUAL_BIND(_soft_body_pin_point, "body", "point_index", "pin");
GDVIRTUAL_BIND(_soft_body_is_point_pinned, "body", "point_index");
+ GDVIRTUAL_BIND(_soft_body_apply_point_impulse, "body", "point_index", "impulse");
+ GDVIRTUAL_BIND(_soft_body_apply_point_force, "body", "point_index", "force");
+ GDVIRTUAL_BIND(_soft_body_apply_central_impulse, "body", "impulse");
+ GDVIRTUAL_BIND(_soft_body_apply_central_force, "body", "force");
+
/* JOINT API */
GDVIRTUAL_BIND(_joint_create);
diff --git a/servers/extensions/physics_server_3d_extension.h b/servers/extensions/physics_server_3d_extension.h
index 4d27efacf7f..424e5c983a3 100644
--- a/servers/extensions/physics_server_3d_extension.h
+++ b/servers/extensions/physics_server_3d_extension.h
@@ -465,6 +465,11 @@ public:
EXBIND3(soft_body_pin_point, RID, int, bool)
EXBIND2RC(bool, soft_body_is_point_pinned, RID, int)
+ EXBIND3(soft_body_apply_point_impulse, RID, int, const Vector3 &)
+ EXBIND3(soft_body_apply_point_force, RID, int, const Vector3 &)
+ EXBIND2(soft_body_apply_central_impulse, RID, const Vector3 &)
+ EXBIND2(soft_body_apply_central_force, RID, const Vector3 &)
+
/* JOINT API */
EXBIND0R(RID, joint_create)
diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp
index f85ce55d991..53aa516d572 100644
--- a/servers/physics_server_3d.cpp
+++ b/servers/physics_server_3d.cpp
@@ -894,6 +894,11 @@ void PhysicsServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("soft_body_is_point_pinned", "body", "point_index"), &PhysicsServer3D::soft_body_is_point_pinned);
+ ClassDB::bind_method(D_METHOD("soft_body_apply_point_impulse", "body", "point_index", "impulse"), &PhysicsServer3D::soft_body_apply_point_impulse);
+ ClassDB::bind_method(D_METHOD("soft_body_apply_point_force", "body", "point_index", "force"), &PhysicsServer3D::soft_body_apply_point_force);
+ ClassDB::bind_method(D_METHOD("soft_body_apply_central_impulse", "body", "impulse"), &PhysicsServer3D::soft_body_apply_central_impulse);
+ ClassDB::bind_method(D_METHOD("soft_body_apply_central_force", "body", "force"), &PhysicsServer3D::soft_body_apply_central_force);
+
/* JOINT API */
ClassDB::bind_method(D_METHOD("joint_create"), &PhysicsServer3D::joint_create);
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h
index 921b590ce61..da0d0a36045 100644
--- a/servers/physics_server_3d.h
+++ b/servers/physics_server_3d.h
@@ -619,6 +619,11 @@ public:
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;
diff --git a/servers/physics_server_3d_dummy.h b/servers/physics_server_3d_dummy.h
index 3867ed40652..c719ee638ac 100644
--- a/servers/physics_server_3d_dummy.h
+++ b/servers/physics_server_3d_dummy.h
@@ -357,6 +357,11 @@ public:
virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) override {}
virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index) const override { return false; }
+ 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 {}
+
/* JOINT API */
virtual RID joint_create() override { return RID(); }
diff --git a/servers/physics_server_3d_wrap_mt.h b/servers/physics_server_3d_wrap_mt.h
index 74653dac091..d9f0df971a0 100644
--- a/servers/physics_server_3d_wrap_mt.h
+++ b/servers/physics_server_3d_wrap_mt.h
@@ -225,6 +225,11 @@ public:
FUNC3(body_apply_force, RID, const Vector3 &, const Vector3 &);
FUNC2(body_apply_torque, RID, const Vector3 &);
+ FUNC3(soft_body_apply_point_impulse, RID, int, const Vector3 &);
+ FUNC3(soft_body_apply_point_force, RID, int, const Vector3 &);
+ FUNC2(soft_body_apply_central_impulse, RID, const Vector3 &);
+ FUNC2(soft_body_apply_central_force, RID, const Vector3 &);
+
FUNC2(body_add_constant_central_force, RID, const Vector3 &);
FUNC3(body_add_constant_force, RID, const Vector3 &, const Vector3 &);
FUNC2(body_add_constant_torque, RID, const Vector3 &);