public override void HandleInput(InputState input)
        {

            #region Wenn Spieler Auswählt (Hier Leertaste)
            if (input.WasKeyPressed(Microsoft.Xna.Framework.Input.Keys.Space, PlayerIndex.One))
            {
                klick = true;
            }
            else
            {
                klick = false;
            }
            #endregion

            #region Wenn Spieler eine Waffe abgefeuert hat (Hier noch mit S realisiert)
            if (input.WasKeyPressed(Microsoft.Xna.Framework.Input.Keys.S, PlayerIndex.One))
            {
                shoot=true;
            }
            else
            {
                shoot = false;
            }

            #endregion


            #region Spiel Beenden (Esc)
            if (input.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.Escape, PlayerIndex.One))
            {
                Environment.Exit(0);
            }
            #endregion

            base.HandleInput(input);
        }
        public void HandleInput(InputState input)
        {
            // -- Select Gizmo Mode -- //
            if (input.WasKeyPressed(Keys.D1))
            {
                ActiveMode = GizmoMode.Translate;
            }
            else if (input.WasKeyPressed(Keys.D2))
            {
                ActiveMode = GizmoMode.Rotate;
            }
            else if (input.WasKeyPressed(Keys.D3))
            {
                ActiveMode = GizmoMode.NonUniformScale;
            }
            else if (input.WasKeyPressed(Keys.D4))
            {
                ActiveMode = GizmoMode.UniformScale;
            }

            // -- Cycle TransformationSpaces -- //
            if (input.WasKeyPressed(Keys.Space))
            {
                if (ActiveSpace == TransformSpace.Local)
                    ActiveSpace = TransformSpace.World;
                else
                    ActiveSpace = TransformSpace.Local;
            }

            // -- Cycle PivotTypes -- //
            if (input.WasKeyPressed(Keys.P))
            {
                if (ActivePivot == PivotType.WorldOrigin)
                    ActivePivot = PivotType.ObjectCenter;
                else
                    ActivePivot++;
            }

            // -- Toggle PrecisionMode -- //
            if (input.IsKeyDown(Keys.LeftShift))
            {
                precisionMode = true;
            }
            else
                precisionMode = false;

            // -- Toggle Snapping -- //
            if (input.WasKeyPressed(Keys.C))
            {
                SnapEnabled = !SnapEnabled;
            }
            if (input.Mouse.WasButtonPressed(Framework.MouseButtons.Left) && ActiveAxis == GizmoAxis.None)
            {
                // add to selection or clear current selection
                if (input.IsKeyUp(addToSelection) && input.IsKeyUp(removeFromSelection) || input.IsKeyDown(Keys.LeftAlt))
                {
                    Selection.Clear();
                }

                PickObject(input.Mouse.Position, input.IsKeyDown(removeFromSelection));
            }
            else if (input.WasKeyPressed(Keys.R))
            {
                Selection.Clear();
            }

            if (Enabled)
            {
                if (input.Mouse.WasButtonPressed(Framework.MouseButtons.Left))
                {
                    // reset for intersection (plane vs. ray)
                    intersectPosition = Vector3.Zero;
                    // reset for snapping
                    translationScaleSnapDelta = Vector3.Zero;
                    rotationSnapDelta = 0;
                }

                lastIntersectionPosition = intersectPosition;

                if (input.Mouse.WasButtonHeld(Framework.MouseButtons.Left) && ActiveAxis != GizmoAxis.None)
                {
                    if (ActiveMode == GizmoMode.Translate || ActiveMode == GizmoMode.NonUniformScale || ActiveMode == GizmoMode.UniformScale)
                    {
                        #region Translate & Scale
                        Vector3 delta = Vector3.Zero;
                        Ray ray = Engine.ray;

                        Matrix transform = Matrix.Invert(rotationMatrix);
                        ray.Position = Vector3.Transform(ray.Position, transform);
                        ray.Direction = Vector3.TransformNormal(ray.Direction, transform);

                        if (ActiveAxis == GizmoAxis.X || ActiveAxis == GizmoAxis.XY)
                        {
                            Plane plane = new Plane(Vector3.Forward, Vector3.Transform(position,
                                Matrix.Invert(rotationMatrix)).Z);

                            float? intersection = ray.Intersects(plane);
                            if (intersection.HasValue)
                            {
                                intersectPosition = (ray.Position + (ray.Direction *
                                    intersection.Value));
                                if (lastIntersectionPosition != Vector3.Zero)
                                {
                                    translationDelta = intersectPosition -
                                        lastIntersectionPosition;
                                }
                                if (ActiveAxis == GizmoAxis.X)
                                    delta = new Vector3(translationDelta.X, 0, 0);
                                else
                                    delta = new Vector3(translationDelta.X, translationDelta.Y, 0);
                            }
                        }
                        else if (ActiveAxis == GizmoAxis.Y || ActiveAxis == GizmoAxis.YZ || ActiveAxis == GizmoAxis.Z)
                        {
                            Plane plane = new Plane(Vector3.Left, Vector3.Transform(position,
                                Matrix.Invert(rotationMatrix)).X);

                            float? intersection = ray.Intersects(plane);
                            if (intersection.HasValue)
                            {
                                intersectPosition = (ray.Position + (ray.Direction *
                                    intersection.Value));
                                if (lastIntersectionPosition != Vector3.Zero)
                                {
                                    translationDelta = intersectPosition -
                                        lastIntersectionPosition;
                                }
                                if (ActiveAxis == GizmoAxis.Y)
                                    delta = new Vector3(0, translationDelta.Y, 0);
                                else if (ActiveAxis == GizmoAxis.Z)
                                    delta = new Vector3(0, 0, translationDelta.Z);
                                else
                                    delta = new Vector3(0, translationDelta.Y, translationDelta.Z);
                            }
                        }
                        else if (ActiveAxis == GizmoAxis.ZX)
                        {
                            Plane plane = new Plane(Vector3.Down, Vector3.Transform(position,
                                Matrix.Invert(rotationMatrix)).Y);

                            float? intersection = ray.Intersects(plane);
                            if (intersection.HasValue)
                            {
                                intersectPosition = (ray.Position + (ray.Direction *
                                    intersection.Value));
                                if (lastIntersectionPosition != Vector3.Zero)
                                {
                                    translationDelta = intersectPosition -
                                        lastIntersectionPosition;
                                }
                            }

                            delta = new Vector3(translationDelta.X, 0, translationDelta.Z);
                        }

                        if (SnapEnabled)
                        {
                            float snapValue = TranslationSnapValue;
                            if (ActiveMode == GizmoMode.UniformScale || ActiveMode == GizmoMode.NonUniformScale)
                                snapValue = ScaleSnapValue;
                            if (precisionMode)
                            {
                                delta *= precisionModeScale;
                                snapValue *= precisionModeScale;
                            }

                            translationScaleSnapDelta += delta;

                            delta = new Vector3(
                                (int)(translationScaleSnapDelta.X / snapValue) * snapValue,
                                (int)(translationScaleSnapDelta.Y / snapValue) * snapValue,
                                (int)(translationScaleSnapDelta.Z / snapValue) * snapValue);

                            translationScaleSnapDelta -= delta;
                        }
                        else if (precisionMode)
                            delta *= precisionModeScale;

                        if (ActiveMode == GizmoMode.Translate)
                        {
                            // transform (local or world)
                            delta = Vector3.Transform(delta, rotationMatrix);

                            // apply
                            foreach (Framework.SceneEntity entity in Selection)
                            {
                                entity.position += delta;
                            }

                        }
                        else if (ActiveMode == GizmoMode.NonUniformScale)
                        {
                            // -- Apply Scale -- //
                            foreach (Framework.SceneEntity entity in Selection)
                            {
                                entity.scale += delta;
                                entity.scale = Vector3.Clamp(entity.scale, Vector3.Zero,
                                    entity.scale);
                            }
                        }
                        else if (ActiveMode == GizmoMode.UniformScale)
                        {

                            float diff = 1 + ((delta.X + delta.Y + delta.Z) / 3);
                            foreach (Framework.SceneEntity entity in Selection)
                            {
                                entity.scale *= diff;

                                entity.scale = Vector3.Clamp(entity.scale, Vector3.Zero,
                                    entity.scale);
                            }
                        }
                        #endregion
                    }
                    else if (ActiveMode == GizmoMode.Rotate)
                    {
                        #region Rotate
                        float delta = input.Mouse.Delta.X;
                        delta *= inputScale;

                        if (SnapEnabled)
                        {
                            float snapValue = MathHelper.ToRadians(RotationSnapValue);
                            if (precisionMode)
                            {
                                delta *= precisionModeScale;
                                snapValue *= precisionModeScale;
                            }

                            rotationSnapDelta += delta;

                            float snapped = (int)(rotationSnapDelta / snapValue) * snapValue;
                            rotationSnapDelta -= snapped;

                            delta = snapped;
                        }
                        else if (precisionMode)
                        {
                            delta *= precisionModeScale;
                        }

                        // rotation matrix to transform - if more than one objects selected, always use world-space.
                        Matrix rot = Matrix.Identity;
                        rot.Forward = sceneWorld.Forward;
                        rot.Up = sceneWorld.Up;
                        rot.Right = sceneWorld.Right;

                        if (ActiveAxis == GizmoAxis.X)
                        {
                            rot *= Matrix.CreateFromAxisAngle(rotationMatrix.Right, delta);
                        }
                        else if (ActiveAxis == GizmoAxis.Y)
                        {
                            rot *= Matrix.CreateFromAxisAngle(rotationMatrix.Up, delta);
                        }
                        else if (ActiveAxis == GizmoAxis.Z)
                        {
                            rot *= Matrix.CreateFromAxisAngle(rotationMatrix.Forward, delta);
                        }

                        // -- Apply rotation -- //
                        foreach (Framework.SceneEntity entity in Selection)
                        {
                            // use gizmo position for all PivotTypes except for object-center, it should use the entity.position instead.
                            Vector3 pos = position;
                            if (ActivePivot == PivotType.ObjectCenter)
                            {
                                pos = entity.position;
                            }

                            Matrix localRot = Matrix.Identity;
                            localRot.Forward = entity.forward;
                            localRot.Up = entity.up;
                            localRot.Right = Vector3.Cross(entity.forward, entity.up);
                            localRight.Normalize();
                            localRot.Translation = entity.position - pos;

                            Matrix newRot = localRot * rot;

                            entity.forward = newRot.Forward;
                            entity.up = newRot.Up;
                            entity.position = newRot.Translation + pos;

                        }
                        #endregion
                    }
                }
                else
                {
                    UpdateAxisSelection(input.Mouse.Position);
                }
            }

            // Enable only if something is selected.
            if (Selection.Count < 1)
                Enabled = false;
            else
                Enabled = true;
        }