[Bounding] Minor JavaDoc fix
Added a version of createFloatBuffer that takes
a ColoRGBA array.
Implemented accurate bounding sphere to triangle
collision.  The old code had an implementation but
it missed tons of cases.

For 100,000 random points, the old way would process
that in about 12+ ms.  The new way does it in about
18+ ms... but the old way missed 643 collisions
(180 versus 823).

Plus, with the new way accurate contact normal and
contact point can be provided trivially... so it is.
Fixed an accidental sharing of temp vars vects
that turned out to matter.
Fix for proper collision distance based on 
precedent.  "I had one job..."
jbullet: refactor PhysiscSpace.addAll/removeAll
- only add joint with current PhysicNode is BodyA
  => avoid logging warning
  => fix a previous bug in test about getBodyA when adding/removing BodyB
- remove optimisation that by-pass routing made by add()/remove()
Updates JOGL (2.2.0)
Ports all changes done on the official renderer during several months to the JOGL renderer (I thank a lot the lazy developers)
Let triangle intersections fall right on the edge
the diagonal.
Allow the center to be set without creating a
new Vector3f first.
Avoid allocation of a temporary float[] array
and avoid allocation of a needless Vector3f array.
Keep the scene and processor lists as SafeArrayList
for faster/cleaner iteration.
Avoid per-render iterator allocations by using the
SafeArrayList.getArray() method.
Commented out the onFrameChange() in update() because
its redundant.
Modified setGuiBounding to call the new setCenter(x,y,z)
method instead of allocating a Vector3f each time. (This
method is called any time someone sneezes.)
Fixed a missing line feed in a javadoc comment.
Removed the redundant camera.update() calls.
Switched many of the lists to SafeArrayList to avoid
per frame iterator allocations.
Added a newFrame() method to UniformBindingManager
to signal the beginning of a frame.  Currently this
just grabs the time and tpf values once so as to avoid
per-material Float allocation and time drift within a
frame.
RenderManager now calls this at the beginning of the
root-level render() method.
Avoid some teeny-tiny per frame allocations by
only creating a new Plane() and setting the water
height uniform when the water height changes.
Also got rid of the redundant dot() product and
Vector3f allocation in the process.
Added a setFloat() that takes a Float to avoid
auto-boxing in the case where a Float is already
at hand.
Was a little overzealous in my Float conversion and
converted some stuff that only needs to be float.
Undid that.
WaterUtils tries to hard to avoid allocation... I
fixed three cases that were causing new Vector3fs
to be created.