Reworking the collisionSystem
Changed structure of collision handling. There is now a BaseColliderComponent. All collider objects inherit from this BaseColliderComponent. The specific colliderComponents have their own implementation of collision algorithms. circle Collision is easy. RectCollision supports OOBB rectangles. This heavily increases collision check time. To do: optimize the algorithms for OOBB, if the box isn't rotated, do simple AABB test. CollisionManager has no purpose yet, checking is manually now.