Movement performance, etc.

This PR does a bit more than it should have

* Binary split movement in hope of find sections of a linear movement that do not need to be stepped through
* WorldTree is splitted on different rules now and includes a minimal axis-length for a node
* Movement creates collisions instead of impacts
* these impacts are computed by the elasticimpulsegenerator and the damageimpactgenerator

KNOWN ISSUES:
* Splitting detection doesn't work all the time

TO DO NEXT:
* make the elasticimpulsor use a to be defined component from physics (so that physic code stays in physics/)


Please test this carefully to see if features you implemented broke.