Fixed camera placement with new scaling
Adjusted ViewController speed

GLSixDOFViewController speed has been adjusted to match the new scaling.
Added GetVertexCount to GLMesh
Added AABBTree

AABBTree will take a GLMesh (for the time) and create a AABB collision
octree tree from it.

tribox.h is a well crafted triangle-aabb intersection test function.
Add the ability to get vertex normals to GLMesh
Added the ability for an AABBTree to generate a GLMesh

The mesh generated by AABBTree is used for debug purposes. It is a brute
force method that will just add each solid cube at a given level
(currently 2).
Made the AABBTree debug GLMesh generation smarter

The mesh generator now goes down to each leaf node.
Fixed subdividing AABBTree

Subdividing must happen in steps to avoid artifacts.
Element buffers now use ints

Element buffers are now using ints. A shortcoming was found when trying
to do voxels which has large numbers of elements. Now with ints the sky
is the limit
Added a debug bool used in mesh generation to AABBTree Node

AABBTree nodes now have a bool value to state if they were in a
colllision prior to generating the mesh. This allows visual debugging
for collision detection.
Implemented AABBTree::CollisionCheck

CollisionCheck() will check if a sphere of a given radius intersects
with a node in the AABBTree.

A helper method AABBSphereTest has been added to make the actual check.

Reduced the AABB halfsize back to 2.5 as our AABB's are 5 units to match
the current room size.
Move AABBTree into the Sigma namespace
Added AABBTree to SimplePhysics
AABBTree now loads its own mesh
Added an offset to AABBTree
AABBTree now stores rotation as well
Add the ability to get Colliders from SImplePhysics
AABBTree now returns the number of in collision nodes

CollisionCheck() now returns the number of nodes in collision with the
object.

Call GetCollisionPoint() to get the position and normal of the
collision.
Fixed AABBTree::GetCollisionPoint

It now returns a CollisionPoint or nullptr.
AABBTree populate now precomputes rotation