README for ODE to Torquescript Stuff

Note: At time of writing, this doesn't function with T2D. At all.

1) You are expected to have read the ODE documentation,
    available at http://ode.org
2) You are still expected to have read the ODE documentation,
    available at http://ode.org
3) Even though it's 96 pages long, you are expected to have read
    the ODE documentation, available at http://ode.org


With that out of the way, some other stuff

As a whole, the API is a "t" [for Torque] prefix on the normal ODE
objects, and converted to think in terms of torque and objects
rather than functions;

In C:
  dBodyID b = dBodyCreate(world);
  dBodySetLinearVel(b, x, y, z);

In TorqueScsript:
  datablock tdBodyData(bodydb) { foo="bar"; }; // foo="bar" is ignored
  $b = new tdBody() { worldsim = $odeworld; datablock = bodydb; } ;
  $b.SetLinearVel(x,y,z); // C Style
OR
  $b.SetLinearVel("x y z"); // TorqueScript Style
Note that both calling styles are supported.


Build Instructions:

1) Edit shapeBase.h, and find this [around like 70 or so]:
   friend class ShapeBase;
   friend class Vehicle;
and add:
   friend class ODEShape;
2) Add all the .cc/.h files in odescript/ to your build, and remember
to link with ODE.


Thanks to Ray "Noolness" Gebhardt <noolness@gmail.com> for all his
Torque help, including specifically, writing ExampleGameBase and
ExampleCollider, from which all my objects derive.


Chunky (-;
<chunky@icculus.org>
http://icculus.org/~chunky/
