File format description for game object types file

# to end of line is a comment

A pair of lines,

Type "Object_Type"

end

End

enclose a series of shape commands. Object_Type should be a unique identifier.

The shape commands are

Box		side1v side2v side3v tex/color pos
Cone	botrad toprad has_ends axis tex/color pos
Sphere	radius tex/color pos

where

side1v, side2v, and side3v are three orthogonal vectors from the center of
a box to its edges

tex/color is either a double-quoted filename (of the texture file) or a series
of four floating-point numbers, r g b alpha color components to be passed to glColor

pos is a vector from the "center" of the object to the "center" of the shape

botrad and toprad are the top and bottom radius of a cone (doubles)

has_ends is a boolean value (0 or 1) to indicate if the cone should have ends

axis is a vector from the bottom ("center") of a cone to the top

radius is the radius of a sphere (double)

Note that vectors are specified as (x, y, z), e.g. (0.0, 0.0, 0.0)

The object file is simpler:

each line is of the format

"Object_Type" pos velocity x_rot y_rot z_rot

where pos is a vector from the origin of the world to the "center" of the object,
velocity is an initial velocity in some unspecified units, and x_yot, y_rot, and z_rot
are rotations around the x, y, and z axes of the object. The rotations are applied in
that order.

For examples, see the files game_objects.txt" and game_types.txt.
