use a btCollisionWorld instead of btDynamicsWorld, thanks reltham for the feedback
http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=2317&p=9197#p9197
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@@ -1,6 +1,6 @@
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#include "BulletCollision/CollisionShapes/btMultiSphereShape.h"
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#include "BulletDynamics/Dynamics/btDynamicsWorld.h"
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#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
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#include "LinearMath/btDefaultMotionState.h"
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#include "DynamicCharacterController.h"
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@@ -67,7 +67,7 @@ btCollisionObject* DynamicCharacterController::getCollisionObject ()
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return m_rigidBody;
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}
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void DynamicCharacterController::preStep (const btDynamicsWorld* dynamicsWorld)
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void DynamicCharacterController::preStep (const btCollisionWorld* collisionWorld)
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{
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btTransform xform;
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m_rigidBody->getMotionState()->getWorldTransform (xform);
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@@ -108,7 +108,7 @@ void DynamicCharacterController::preStep (const btDynamicsWorld* dynamicsWorld)
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for (i = 0; i < 2; i++)
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{
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rayCallback.m_closestHitFraction = 1.0;
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dynamicsWorld->rayTest (m_raySource[i], m_rayTarget[i], rayCallback);
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collisionWorld->rayTest (m_raySource[i], m_rayTarget[i], rayCallback);
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if (rayCallback.HasHit())
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{
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m_rayLambda[i] = rayCallback.m_closestHitFraction;
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@@ -118,7 +118,7 @@ void DynamicCharacterController::preStep (const btDynamicsWorld* dynamicsWorld)
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}
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}
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void DynamicCharacterController::playerStep (const btDynamicsWorld* dynaWorld,btScalar dt,
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void DynamicCharacterController::playerStep (const btCollisionWorld* dynaWorld,btScalar dt,
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int forward,
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int backward,
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int left,
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