pass vectors by reference
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@@ -1135,7 +1135,7 @@ void ColladaConverter::prepareConstraints(ConstraintInput& input)
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}
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}
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}
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}
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void ColladaConverter::PreparePhysicsObject(struct btRigidBodyInput& input, bool isDynamics, float mass,btCollisionShape* colShape, btVector3 linearVelocity, btVector3 angularVelocity)
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void ColladaConverter::PreparePhysicsObject(struct btRigidBodyInput& input, bool isDynamics, float mass,btCollisionShape* colShape, const btVector3& linearVelocity, const btVector3& angularVelocity)
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{
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{
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btTransform startTransform;
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btTransform startTransform;
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startTransform.setIdentity();
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startTransform.setIdentity();
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@@ -99,7 +99,7 @@ protected:
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bool m_use32bitIndices;
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bool m_use32bitIndices;
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bool m_use4componentVertices;
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bool m_use4componentVertices;
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void PreparePhysicsObject(struct btRigidBodyInput& input, bool isDynamics, float mass,btCollisionShape* colShape, btVector3 linearVelocity, btVector3 angularVelocity);
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void PreparePhysicsObject(struct btRigidBodyInput& input, bool isDynamics, float mass,btCollisionShape* colShape, const btVector3& linearVelocity, const btVector3& angularVelocity);
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void prepareConstraints(ConstraintInput& input);
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void prepareConstraints(ConstraintInput& input);
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