Merge pull request #508 from DDoSQc/master

The Epic Math Refactor
Adds callback so chunks are saved if light buffers change
Fix tests for @Raphfrk.
Signed-off-by: Chris Sanders <zidane@outlook.com>
Start of SceneComponent.

SceneComponent represents an Entity within a scene (game). It has a
transform, snapshot and live states, and finally a render state. It also
has methods to apply physics.

This is a drastic change to how Spout handles Transforms on Entities. For
now on, all entities are gurranteed to have physics available for use.
Signed-off-by: Chris Sanders <zidane@outlook.com>
Proper formatting.
Signed-off-by: Chris Sanders <zidane@outlook.com>
Additional API for Scene.
Signed-off-by: Chris Sanders <zidane@outlook.com>
Additional changes for Scene.

I need input from @Raphfrk and @Afforess to proceed namely because I've
eliminated the live transfrom from the API class for Scene but the
NetworkSynchronizer and EntitySnapshot classes need it to function.

Can we somehow abstract those to Spout?
Signed-off-by: Chris Sanders <zidane@outlook.com>
Cleanup.
Signed-off-by: Chris Sanders <zidane@outlook.com>
Final updates for the API, now compiles.

@Afforess , you have your TODO as requested.
Signed-off-by: Chris Sanders <zidane@outlook.com>
More API and polishing.

Also added what I missed in the NS. Thanks again @Afforess.
Signed-off-by: Chris Sanders <zidane@outlook.com>
Hit this with the formatting hammer.
Signed-off-by: Chris Sanders <zidane@outlook.com>
Added scene/physicsToPhysics/Scene methods.

This confirms that Bullet and Spout's transforms are directly compatible.
The conversions work! :D.
Signed-off-by: Chris Sanders <zidane@outlook.com>
Some more API for scenes.

Dirty methods.
Signed-off-by: Chris Sanders <zidane@outlook.com>
Few more modifications.
Signed-off-by: Chris Sanders <zidane@outlook.com>
Final cleanup and updates to master.

API compiles now.
Signed-off-by: Chris Sanders <zidane@outlook.com>
Overloads for force/impulse.
Signed-off-by: Chris Sanders <zidane@outlook.com>
Change for animation
Transform was live-locking when setting a transform to itself
LiveTransform & isActivated additions
Add GL40 support (to use element array)