Johnny, I have looked into your C++ API, and while it's complete for a generic implementation of C++ and from there to a renderer, Torque already has a lot of what is needed, it's just a matter of adding in the SCML read/interpretation to Torque script that is needed.
I am making progress by using your SCMPpp on one hand, Mike Ness's script on the other hand. All whilest comparing to what is already included in the Torque 2D Engine itself.
The "good" news is, it's not as big of a step as I once thought it might be. As Torque already has xml support, and utilizes tinyxml. I have to work-around the XMLhelper library as the way it's handled is different. I'm looking to add it as a Torque entity of a new type so that user control over it will be easier to maintain. The "trick" so to speak, is linking in the animation, but so long as I gather all the key frames on reading the SCML document I should be able to manage it.
My C++ is a little rusty, but I'm getting along ok for now. It's just sitting down and taking the time to get it right.
I've also been starting to "pool" others from the Torque community for insight in aread I'm not compeletely familiar with (such as extending the editor to allow users "ease of access", but that's really just a nice-ity moreso than a necessity.
Also, just an FYI, I tried implementing your code as whole into Torque, and after a few changes (due to what is there already, and a few minor hooks that I needed to clean up), it came up as a memory sync problem. Which is why the developers created the SimXML functionility in as a workaround. And truth be told, your code is more than what is necessary for Torque implementation.