Add EntityManager to Application
Add PhysicEngine with some functions, modify slightly the ecs for the PhysicEngine and correct some linkage errors
Merge branch 'ecs' into engine
DIRTY: Add Archetypes, temporary class Ball, the forgotten entityMasks_ update in addComponent(...) and more importantly the implementation of the ecs, the engine and a concrete object in Application, and it finally works !
Add the possibility of giving the Ball a base velocity and moved dynCast to utility.hpp
Correct the Makefiles: no more double execution and the arguments are correctely passed
Add the Pause mecanics to EntityManager
Merge branch 'ecs' into engine

Conflicts:
	ImpetusSpheroid.debug
Implement a key to pause all Balls' Components.
Protect the code from segfault from nullptr returned by a dynCast<>()
Correct EntityManager::getComponentTable() not to give Entities with paused Components.
Add the Assertion system and use it ti check the dynCast<> of PhysicEngine and Ball
Add mass_ to ecs::Mass and invMass_ to ecs::Solid.
Add a fourth parameter to Ball and to ecs::createBall() with pre-condition
Add the possibility to make balls more heaby or more light in Application
Add PhysicEngine::generateContacts(...), Contact and Vector2::normalize()
Implement all the contact generation beetween two spheres
Add the Collision Engine:
Overload operators for Vector2
Remove -Og from the Makefiles
Add precision to the Collision Engine
Add the removal of outside-screener balls and add the restitution coefficient
Make the paused balls solid:
Add bypassing paused objects option to EntityManager's get*Component*() and getObjectTable()
The physic engine now considered objects with paused Velocity as a still immovable object
Remove the mass in the computation of gravity and put it in the formula of the initial velocity
Add the possilibity to change from red to green for the balls
Add a little shape to vizualize the deltaMouse_