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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@@ -114,6 +114,7 @@ public:
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static void cross(const vector3& vec1, const vector3& vec2, vector3& dstVec);
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static float cross(const vector2& vec1, const vector2& vec2);
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static float magnitude(const vector3& vec);
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static float magnitudeSq(const vector2& vec);
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static void vector_add(vector2& vec1Dst, const vector2& vec2);
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static vector2 vector_sub(const vector2& vec1, const vector2& vec2);
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static vector3 vector_sub(const vector3& vec1, const vector3& vec2);
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