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>
Transform was live-locking when setting a transform to itself
LiveTransform & isActivated additions
Cleanup
Evidence suggests that GenericMath.sqrt is slower than Math.sqrt:

http://pastie.org/private/ahbkmwqpb3hzjfvz71jpya
Change for EntityRenderer
Use transform instead of live
Move isRendered in RenderComponent