public Tree(Game game, Vector3 scale, Vector3 rotation, Vector3 position,Camera cam)
        {
            this.world = Matrix.CreateScale(scale) * Matrix.CreateFromYawPitchRoll(rotation.Y, rotation.X, rotation.Z) * Matrix.CreateTranslation(position);

            this.camera = cam;
            this.position = position;
            this.texture = ImageLibrary.getInstance().getImage("Tree");

            Vector3[] verts = new Vector3[]
            {
                new Vector3(-1, 0, 0),
                new Vector3(-1, 2, 0),
                new Vector3(1, 2, 0),

                new Vector3(1, 2, 0),
                new Vector3(1, 0, 0),
                new Vector3(-1, 0, 0)

            };

            int[] triangles = new int[]
            {
                0,1,2,
                3,4,5
            };

            Vector2[] uv = new Vector2[]
            {
                new Vector2(0, 1),
                new Vector2(0, 0),
                new Vector2(1, 0),

                new Vector2(1,0),
                new Vector2(1, 1),
                new Vector2(0, 1)
            };

            int[] trianglesuv = new int[]
            {
                0,1,2,
                3,4,5
            };

            ConvertMesh myMesh = new ConvertMesh();
            vertices = myMesh.returnTriangle(verts, triangles, uv, trianglesuv);

            vertexBuffer = new VertexBuffer(game.GraphicsDevice, typeof(VertexPositionTexture), vertices.Length, BufferUsage.None);
            vertexBuffer.SetData<VertexPositionTexture>(vertices);

            effect = new BasicEffect(game.GraphicsDevice);
        }
        public Character(Game game, Vector3 scale, Vector3 rotation, Vector3 position, Texture2D texture, Camera camera, Node target)
        {
            this.scale = scale;
            this.target = target;
            this.camera = camera;
            this.world = Matrix.CreateScale(scale) * Matrix.CreateFromYawPitchRoll(rotation.Y, rotation.X, rotation.Z) * Matrix.CreateTranslation(position);
            this.position = position;
            this.rotation = rotation;
            this.texture = texture;

            Vector3[] _verts = new Vector3[]
            {
                new Vector3(-1, 0, -1),
                new Vector3(-1, 0, 1),
                new Vector3(1, 0, -1),
                new Vector3(1,0,1)

            };

            int[] triangles = new int[]
            {
                0,1,2,
                2,1,3
            };

            Vector2[] uv = new Vector2[]
            {
                new Vector2(0, 0),
                new Vector2(0, 1),
                new Vector2(1, 0),

                new Vector2(1,0),
                new Vector2(0, 1),
                new Vector2(1, 1)
            };

            int[] trianglesuv = new int[]
            {
                0,1,2,
                3,4,5
            };

            ConvertMesh myMesh = new ConvertMesh();
            verts = myMesh.returnTriangle(_verts, triangles, uv, trianglesuv);

            vertexBuffer = new VertexBuffer(game.GraphicsDevice, typeof(VertexPositionTexture), verts.Length, BufferUsage.None);
            vertexBuffer.SetData<VertexPositionTexture>(verts);

            effect = new BasicEffect(game.GraphicsDevice);
        }