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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@@ -7,7 +7,7 @@
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class btCollisionShape;
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class btRigidBody;
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class btDynamicsWorld;
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class btCollisionWorld;
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class btCollisionDispatcher;
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@@ -47,11 +47,11 @@ protected:
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bool m_touchingContact;
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btVector3 m_touchingNormal;
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bool recoverFromPenetration (const btDynamicsWorld* dynamicsWorld);
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void stepUp (const btDynamicsWorld* dynamicsWorld);
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bool recoverFromPenetration (const btCollisionWorld* collisionWorld);
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void stepUp (const btCollisionWorld* collisionWorld);
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void updateTargetPositionBasedOnCollision (const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0));
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void stepForwardAndStrafe (const btDynamicsWorld* dynamicsWorld, const btVector3& walkMove);
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void stepDown (const btDynamicsWorld* dynamicsWorld, btScalar dt);
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void stepForwardAndStrafe (const btCollisionWorld* collisionWorld, const btVector3& walkMove);
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void stepDown (const btCollisionWorld* collisionWorld, btScalar dt);
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public:
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KinematicCharacterController ();
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~KinematicCharacterController ();
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@@ -64,8 +64,8 @@ public:
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void warp (const btVector3& origin);
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virtual void registerPairCacheAndDispatcher (btOverlappingPairCache* pairCache, btCollisionDispatcher* dispatcher);
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void preStep (const btDynamicsWorld* dynamicsWorld);
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void playerStep (const btDynamicsWorld* dynamicsWorld, btScalar dt,
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void preStep (const btCollisionWorld* collisionWorld);
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void playerStep (const btCollisionWorld* collisionWorld, btScalar dt,
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int forward,
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int backward,
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int left,
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