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Converted logging to use log4net.
Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
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@@ -56,6 +56,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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public class OdeCharacter : PhysicsActor
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{
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private PhysicsVector _position;
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private d.Vector3 _zeroPosition;
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private d.Matrix3 m_StandUpRotation;
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@@ -357,7 +359,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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//capsuleradius = 0.2f;
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CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z*0.52f))); // subtract 43% of the size
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OpenSim.Framework.Console.MainLog.Instance.Verbose("SIZE", CAPSULE_LENGTH.ToString());
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m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
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d.BodyDestroy(Body);
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_parent_scene.waitForSpaceUnlock(_parent_scene.space);
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@@ -440,7 +442,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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//d.QfromR(
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//d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
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//
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//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICSAV", "Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
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//m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
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//standupStraight();
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@@ -479,7 +481,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
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d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
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//d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
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//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICSAV", "Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
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//m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
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}
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public override PhysicsVector Force
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