Introduced btActionInterface. This makes it easier to extend user-defined actions, such as vehicles and characters.
btRaycastVehicle and btKinematicCharacterController are derived from btActionInterface now. Some cosmetic cleanup: changed sourceforce/sf.net url to bulletphysics.com.
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@@ -116,7 +116,7 @@ btPairCachingGhostObject* btKinematicCharacterController::getGhostObject()
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return m_ghostObject;
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}
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bool btKinematicCharacterController::recoverFromPenetration (btCollisionWorld* collisionWorld)
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bool btKinematicCharacterController::recoverFromPenetration ( btCollisionWorld* collisionWorld)
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{
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bool penetration = false;
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@@ -390,7 +390,7 @@ void btKinematicCharacterController::warp (const btVector3& origin)
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}
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void btKinematicCharacterController::preStep ( btCollisionWorld* collisionWorld)
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void btKinematicCharacterController::preStep ( btCollisionWorld* collisionWorld)
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{
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int numPenetrationLoops = 0;
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@@ -413,7 +413,7 @@ void btKinematicCharacterController::preStep ( btCollisionWorld* collisionWorld)
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}
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void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWorld, btScalar dt)
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void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWorld, btScalar dt)
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{
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btTransform xform;
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xform = m_ghostObject->getWorldTransform ();
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@@ -469,3 +469,8 @@ bool btKinematicCharacterController::onGround () const
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{
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return true;
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}
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void btKinematicCharacterController::debugDraw(btIDebugDraw* debugDrawer)
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{
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}
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