FT collision part2: added most of the FT collision system.
Aka "World's most expensive flippers". This is an aggregate of collision-related changes made during 3DPB->FT transition. The most important part is in flipper collision - a shift from monolithic iterative solver in TFlipperEdge::EdgeCollision to a distributed non-iterative solver. Both 3DPB and FT data sets use FT collision, keeping two collision systems does not make much sense. From user perspective, FT/3DPB systems should not have any major differences.
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@@ -344,10 +344,11 @@ void DebugOverlay::DrawEdge(TEdgeSegment* edge)
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auto flip = dynamic_cast<TFlipperEdge*>(edge);
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if (flip)
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{
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flip->set_control_points(pb::time_now);
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if (flip->ControlPointDirtyFlag)
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flip->set_control_points(flip->CurrentAngle);
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DrawLineType(flip->lineA);
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DrawLineType(flip->lineB);
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DrawLineType(flip->LineA);
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DrawLineType(flip->LineB);
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DrawCicleType(flip->circlebase);
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DrawCicleType(flip->circleT1);
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}
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