Commit before a great modification
Trying to make one object able to shoot bullets
Using QVariant for BFObject's properties, BFRule filters intersections
Stupid bug in QuadTree fixed... Now QuadTree performs as good as Brute-force
Now it is a shooting game!(with bugs when a controled object is destroyed...)
Modified BFFactory, Drag force added
ZAG
Merge branch 'Pt-Cr' of https://github.com/bg95/ZAG into lzl

Conflicts:
	MainWindow.cpp
Big modification: getType and getShape of BFObject separated
encode/decode debugged
encode/decode debugged
encode/decode debugged
Bullets now have no drag force, BFCHuman supports auto-aiming
3d mesh, rotate, scale
WARNING: I AM USING C++11. Using typeid(type).hash_code() instead of BFObjectType
draw the battle field and basic objects
Overloaded operator [] for BFOBject
merging with lzl's graphics
Some adjustification for Git
Solve conflicts when merge with Pt-Cr