cleaned up collision in shader, abstracted out raycast, and added gpu timing
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@@ -86,7 +86,7 @@ impl OctTree {
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assert!(levels > 0);
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let mut data = Vec::new();
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let mut map = OctNodeMap::default();
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data.push(OctNode::new_node(0));
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data.push(OctNode::new_node(1));
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Self::from_fn_offset_inner(f_leaf, f_node, &mut data, levels, offset, &mut map);
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if data.len() == 2 {
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data.remove(0);
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