init commit for b2json loader for angel 2d 3.1

This is not a fully working version of an integrated rube loader. This
is a start.

angel-3.1\Code\Angel\rubestuff
Okay, so I'm working on trying to make a
rube loader that is compatible with angel2d and I'm still pretty
confused about the best way to go about it.
https://www.iforce2d.net/rube/#
https://www.iforce2d.net/rube/json-structure

My current approach is altering the semi compatible loader I have and
creating instances of objects that inherit from Physics Actor.

my gist of what I have so far.
https://gist.github.com/musicm122/6747466

So far I've got a PhysicsEdgeActor that can facilitate this somewhat
but..... I'm a bit lost as to how much more I should be implementing or
if im even going about it the right way.

Many of the methods and properties of PhysicsActors may or may not
translate directly to the PhysicsEdgeActor

around line 213 of b2dJson.cpp
case b2Shape::e_edge:
{
b2EdgeShape* edge = (b2EdgeShape*)shape;
vecToJson("vertex1", edge->m_vertex1, fixtureValue["edge"]);
vecToJson("vertex2", edge->m_vertex2, fixtureValue["edge"]);
if ( edge->m_hasVertex0 )
fixtureValue["edge"]["hasVertex0"] = true;
if ( edge->m_hasVertex3 )
fixtureValue["edge"]["hasVertex3"] = true;
if ( edge->m_hasVertex0 )
vecToJson("vertex0", edge->m_vertex0, fixtureValue["edge"]);
if ( edge->m_hasVertex3 )
vecToJson("vertex3", edge->m_vertex3, fixtureValue["edge"]);

//from in there I can add the edge to a PhysicsEdgeActor and in turn
load that into "theWorld" with something like the
//following

PhysicsEdgeActor edgeActor = PhysicsEdgeActor();
edgeActor.Set(edge);
theWorld.Add(edgeActor);

}
break;

I'm not 100% sure I need to have a Fixture and a body def set in order
for this to work as a PhysicsActor or if theres something else.

Is my approach valid from a 10000 ft spot view. I'm going to be off of
this for the most part this week coming up (Daddy daugher week means
little to no "after work" work) and I was hoping for a little input as I
am only moderately familiar with box2d and with everything the angel2d
world rendering has to go through.

So I'd continue with other physics shapes like such

enum eShapeType
{
SHAPETYPE_BOX,
SHAPETYPE_CIRCLE,
SHAPETYPE_CHAIN,
SHAPETYPE_EDGE,
SHAPETYPE_POLYGON
};

and build on them.

Thanks again guys for the awesome engine.