The kinematic character controller with various fixes and a few new features like, being able to set any vector for gravity/up, jumping in a certain direction, possibility to use collision masks, angular & linear velocity, angular & linear damping.
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@@ -37,7 +37,7 @@ public:
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virtual void preStep ( btCollisionWorld* collisionWorld) = 0;
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virtual void playerStep (btCollisionWorld* collisionWorld, btScalar dt) = 0;
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virtual bool canJump () const = 0;
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virtual void jump () = 0;
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virtual void jump(const btVector3& dir = btVector3()) = 0;
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virtual bool onGround () const = 0;
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virtual void setUpInterpolate (bool value) = 0;
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