protected IObject DefaultBoxObj(String modelName, Vector3 position, Vector3? scale = null, float mass = 10, Matrix? orientation = null)
 {
     SimpleModel simpleModel = new SimpleModel(GraphicFactory, modelName);
     BoxObject tmesh = new BoxObject(position, 1, 1, 1, mass, scale, orientation);
     ForwardMaterial fmaterial = ForwardMaterial.DefaultForwardMaterial();
     return new IObject(fmaterial, simpleModel, tmesh);
 }
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            #region Models

            {
                ///Need to load the height, the normal texture and the difuse texture
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block", "..\\Content\\Textures\\color_map");
                sm.SetTexture("Textures\\normal_map", TextureType.BUMP);                
                sm.SetCubeTexture(factory.GetTextureCube("Textures//cubemap"),TextureType.ENVIRONMENT);

                BoxObject pi = new BoxObject(new Vector3(200, 110, 0), 1, 1, 1, 5, new Vector3(100, 100, 100), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                DeferredEnvironmentCustomShader DeferredEnvironmentCustomShader = new DeferredEnvironmentCustomShader(false, true, false);
                DeferredEnvironmentCustomShader.SpecularIntensity = 0.2f;
                DeferredEnvironmentCustomShader.SpecularPower = 30;
                DeferredEnvironmentCustomShader.ShaderId = ShaderUtils.CreateSpecificBitField(true);
                IMaterial mat = new DeferredMaterial(DeferredEnvironmentCustomShader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
            }

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                DeferredCustomShader shader = new DeferredCustomShader(false,false,false,false);
                DeferredMaterial fmaterial = new DeferredMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            #endregion            

            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(10), MathHelper.ToRadians(-10), new Vector3(200, 150, 250), GraphicInfo);
            this.World.CameraManager.AddCamera(cam);

            new LightThrowBepu(this.World, GraphicFactory);

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubemap");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);
        }
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            RegisterDebugDrawCommand rc = new RegisterDebugDrawCommand(ddrawer);
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(rc);
            dlines = new DebugLines();
            ddrawer.AddShape(dlines);
            
            Picking pick = new Picking(this,2000);
            pick.OnPickedLeftButton += new OnPicked(pick_OnPickedLeftButton);
                        
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                ///Physic info (position, rotation and scale are set here)
                BoxObject tmesh = new BoxObject(Vector3.Zero, 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                tmesh.isMotionLess = true;
                ///Forward Shader (look at this shader construction for more info)
                ForwardXNABasicShader shader = new ForwardXNABasicShader();
                ///Deferred material
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                ///Add to the world
                this.World.AddObject(obj);
            }

            wh = new WaypointHandler();
            wh.LoadConnectedWaypoints("waypoints.xml");
            start = wh.CurrentWaypointsCollection.GetWaypointsList()[0];

            {
                ///Procedural yellow diffuse texture
                SimpleModel sm = new SimpleModel(factory, "Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Yellow), TextureType.DIFFUSE);
                ///physic Ghost object(no collision)
                GhostObject pi = new GhostObject(start.WorldPos, Matrix.Identity, new Vector3(5));
                ForwardXNABasicShader s = new ForwardXNABasicShader();                
                ForwardMaterial mat = new ForwardMaterial(s);
                IObject obj4 = new IObject(mat, sm, pi);
                this.World.AddObject(obj4);
            }

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            {
                SimpleModel sm = new SimpleModel(factory, "Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Blue), TextureType.DIFFUSE);                
                GhostObject pi = new GhostObject(start.WorldPos, Matrix.Identity, new Vector3(5));
                ForwardXNABasicShader s = new ForwardXNABasicShader();                
                ForwardMaterial mat = new ForwardMaterial(s);
                IObject obj4 = new IObject(mat, sm, pi);
                obj4.OnUpdate += new OnUpdate(obj4_OnUpdate);
                this.World.AddObject(obj4);
            }

        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                DeferredMaterial fmaterial = new DeferredMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            {
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                BoxObject pi = new BoxObject(new Vector3(100, 40, 0), 1, 1, 1, 25, new Vector3(100, 10, 100), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
            }



            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            
            CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo);
            cam.MoveSpeed *= 5;
            this.World.CameraManager.AddCamera(cam);

            //this.RenderTechnic.AddPostEffect(new PloobsEngine.SceneControl.SimpleMotionBlurPostEffect());
            this.RenderTechnic.AddPostEffect(new MotionBlurCompletePostEffect());

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grasscube");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);

        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo,factory, contentManager);
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                DeferredMaterial fmaterial = new DeferredMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            {
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                BoxObject pi = new BoxObject(new Vector3(100, 40, 0), 1, 1, 1, 25, new Vector3(100, 10, 100), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
            }            

            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            //SBlurPost hsv = new SBlurPost(1, SurfaceFormat.HdrBlendable);
            //hsv.ImageSamplerState = SamplerState.PointClamp;
            //this.RenderTechnic.AddPostEffect(hsv);

            DownSamplePostEffect DownSamplePostEffect = new Post.DownSamplePostEffect();
            this.RenderTechnic.AddPostEffect(DownSamplePostEffect);
            
            CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo);
            cam.MoveSpeed *= 5;
            this.World.CameraManager.AddCamera(cam);

            LightThrowBepu lt = new LightThrowBepu(this.World, factory);

        }   
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            RegisterDebugDrawCommand rc = new RegisterDebugDrawCommand(ddrawer);
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(rc);
            dlines = new DebugLines();
            ddrawer.AddShape(dlines);

            Picking pick = new Picking(this,2000);
            pick.OnPickedLeftButton += new OnPicked(pick_OnPickedLeftButton);

            wh = new WaypointHandler();

            SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
            simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
            ///Physic info (position, rotation and scale are set here)
            BoxObject tmesh = new BoxObject(Vector3.Zero, 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
            tmesh.isMotionLess = true;
            ///Forward Shader (look at this shader construction for more info)
            ForwardXNABasicShader shader = new ForwardXNABasicShader();
            ///Deferred material
            ForwardMaterial fmaterial = new ForwardMaterial(shader);
            ///The object itself
            IObject obj = new IObject(fmaterial, simpleModel, tmesh);
            ///Add to the world
            this.World.AddObject(obj);

            {
                InputPlayableKeyBoard ipk = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS,Microsoft.Xna.Framework.Input.Keys.Space);
                ipk.KeyStateChange += new KeyStateChange(ipk_KeyStateChange);
                this.BindInput(ipk);
            }

            {
                InputPlayableKeyBoard ipk = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Microsoft.Xna.Framework.Input.Keys.Enter);
                ipk.KeyStateChange += new KeyStateChange(ipk_KeyStateChange2);
                this.BindInput(ipk);
            }
            
            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE);
                BoxObject tmesh = new BoxObject(new Vector3(0), 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                tmesh.isMotionLess = true;
                ForwardTransparenteShader shader = new ForwardTransparenteShader();
                shader.TransparencyLevel = 0.2f;
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }
            
            
            Simulator.setTimeStep(0.10f);
            Simulator.setAgentDefaults(15.0f, 25, 5.0f, 5.0f, 2.0f,new Vector3());

            for (int i = 0; i < 20; i++)
            {
                for (int j = 0; j < 20; j++)
                {

                    SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                    simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                    GhostObject tmesh = new GhostObject(new Vector3(100 + j * 15, 5, i * 15), Matrix.Identity, new Vector3(1, 1, 1));
                    ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                    ForwardMaterial fmaterial = new ForwardMaterial(shader);
                    int id = Simulator.addAgent(tmesh.Position);
                    RVOObject obj = new RVOObject(id, fmaterial, simpleModel, tmesh);
                    obj.OnUpdate += new OnUpdate(obj_OnUpdate); /// dummy position update way =p
                    this.World.AddObject(obj);
                }
            }
            
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            Picking p = new Picking(this, 1000);
            p.OnPickedLeftButton += new OnPicked(p_OnPickedLeftButton);            
        }
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            
            ///Forward Shader (look at this shader construction for more info)
            TerrainMaterial material = new TerrainMaterial(factory, "Terrain//HeightMap");
            ///The object itself
            TerrainObject to = new TerrainObject(factory, Vector3.Zero, Matrix.Identity, material.Model.GetHeights(), MaterialDescription.DefaultBepuMaterial());
            IObject obj = new IObject(material, null, to);
            ///Add to the world
            this.World.AddObject(obj); 

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            Texture2D t = factory.CreateTexture2DColor(1,1,Color.Red);
            for (int i = 0; i < 10; i++)
            {
                for (int j = 0; j < 5; j++)
                {
                     SimpleModel simpleModel = new SimpleModel(factory, "Model/block");
                     simpleModel.SetTexture(t);
                    ///Physic info (position, rotation and scale are set here)
                     BoxObject tmesh = new BoxObject(new Vector3(j * 10 + 200,100,i * 10 + 200), 1, 1, 1, 10, Vector3.One * 2, Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                    ///Forward Shader (look at this shader construction for more info)
                    ForwardXNABasicShader shader = new ForwardXNABasicShader();
                    ///Forward material
                    ForwardMaterial fmaterial = new ForwardMaterial(shader);
                    ///The object itself
                    obj = new IObject(fmaterial, simpleModel, tmesh);
                    ///Add to the world
                    this.World.AddObject(obj); 

                }
            }

        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE);
                BoxObject tmesh = new BoxObject(new Vector3(0), 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                tmesh.isMotionLess = true;
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }


            Simulator = Simulator.Instance;
            Simulator.setTimeStep(0.25f);
            Simulator.setAgentDefaults(5.0f, 25, 10.0f, 25.0f, 2.0f, 4.0f,new Vector2(0));

            for (int i = 0; i < 20; i++)
            {
                for (int j = 0; j < 20; j++)
                {

                    SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                    simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                    BoxObject tmesh = new BoxObject(new Vector3(100 + j*5, 5, i * 5), 1, 1, 1, 10, new Vector3(1, 1, 1), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                    ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                    ForwardMaterial fmaterial = new ForwardMaterial(shader);
                    int id = Simulator.addAgent(tmesh.Position);
                    RVOObject obj = new RVOObject(id, fmaterial, simpleModel, tmesh);
                    obj.OnUpdate += new OnUpdate(obj_OnUpdate); /// dummy position update way =p
                    this.World.AddObject(obj);
                }
            }

            ///counterclockwise vertices
            Simulator.addObstacle(
            new List<Vector2>()
            {
                new Vector2(20,20),                
                new Vector2(40,20),
                new Vector2(40,40),
                new Vector2(40,40),
                new Vector2(20,40),
                new Vector2(20,20),
                                
            }
            );

            Simulator.processObstacles();

            ///obstacle
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Yellow), TextureType.DIFFUSE);                
                GhostObject tmesh = new GhostObject(new Vector3(30,0,30),Matrix.Identity,new Vector3(10));                
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            Picking p = new Picking(this, 1000);
            p.OnPickedLeftButton += new OnPicked(p_OnPickedLeftButton);            
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            RasterizerState = new RasterizerState();
            RasterizerState.FillMode = FillMode.WireFrame;

            createterrain();
          

            int numColumns = 5 ;
            int numRows = 5 ;
            

            float separation = 20;
            for (int i = 0; i < numRows; i++)
                for (int j = 0; j < numColumns; j++)
                {
                        SimpleModel sm = new SimpleModel(GraphicFactory, "..\\Content\\Model\\cubo");
                        sm.SetTexture(GraphicFactory.CreateTexture2DColor(1, 1, StaticRandom.RandomColor()), TextureType.DIFFUSE);
                        MaterialDescription md = MaterialDescription.DefaultBepuMaterial();
                        BoxObject pi = new BoxObject(new Vector3(separation * i - 50, 50, separation * j - 50), 1, 1, 1, 1, new Vector3(5), Matrix.Identity, md);
                        ForwardXNABasicShader shader2 = new ForwardXNABasicShader();
                        IMaterial mat = new ForwardMaterial(shader2);
                        IObject obj5 = new IObject(mat, sm, pi);
                        this.World.AddObject(obj5);
                        shader2.BasicEffect.EnableDefaultLighting();
                        objs.Add(obj5);
                        pi.isMotionLess = true;

                    }

            RotatingCamera cam = new RotatingCamera(this);
            this.World.CameraManager.AddCamera(cam);
            
            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubeMap");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);

        }
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager)
        {
            ///must be called before all
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                IModelo sm = new SimpleModel(factory, "Model\\block");
                Matrix trans = Matrix.CreateTranslation(new Vector3(100, 50, 0));
                Plane plano = Plane.Transform(new Plane(0, 1, 0, 0), trans);
                IPhysicObject pi = new BoxObject(Vector3.Zero, 1, 1, 1, 5, new Vector3(1300, 0.1f, 1300), trans, MaterialDescription.DefaultBepuMaterial());
                pi.isMotionLess = true;
                ///Water shader, will refract and reflect according to the plano passed in the parameter
                ///Using default Parameters, there are lots of things that can be changed. See WaterCompleteShader 
                DeferredWaterCompleteShader shader = new DeferredWaterCompleteShader(800, 600, plano, 0);
                shader.SpecularIntensity = 0.01f;
                shader.SpecularPower = 50;
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj4 = new IObject(mat, sm, pi);
                this.World.AddObject(obj4);
            }


            {
                ///Need to load the height, the normal texture and the difuse texture
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block", "..\\Content\\Textures\\color_map");
                sm.SetTexture("Textures\\normal_map", TextureType.BUMP);
                sm.SetCubeTexture(factory.GetTextureCube("Textures//cubemap"), TextureType.ENVIRONMENT);

                BoxObject pi = new BoxObject(new Vector3(200, 110, 0), 1, 1, 1, 5, new Vector3(100, 100, 100), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                DeferredEnvironmentCustomShader DeferredEnvironmentCustomShader = new DeferredEnvironmentCustomShader(false, true, false);
                DeferredEnvironmentCustomShader.SpecularIntensity = 0.2f;
                DeferredEnvironmentCustomShader.SpecularPower = 30;
                DeferredEnvironmentCustomShader.ShaderId = ShaderUtils.CreateSpecificBitField(true);
                IMaterial mat = new DeferredMaterial(DeferredEnvironmentCustomShader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
            }


            {
                List<Vector3> poss = new List<Vector3>();
                for (int i = 0; i < 10; i++)
                {
                    for (int j = 0; j < 10; j++)
                    {
                        float x, y;
                        x = i * 100;
                        y = j * 100;
                        poss.Add(new Vector3(x, 100, y));
                    }
                }
                StaticBilboardModel bm = new StaticBilboardModel(factory, "Bilbs", "..\\Content\\Textures\\tree", poss);
                DeferredCilindricGPUBilboardShader cb = new DeferredCilindricGPUBilboardShader();
                DeferredMaterial matfor = new DeferredMaterial(cb);
                GhostObject go = new GhostObject();
                IObject obj2 = new IObject(matfor, bm, go);
                this.World.AddObject(obj2);
            }



            ///Add some directional lights to completely iluminate the world
            #region Lights
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.4f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            ///Add a AA post effect
            this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect());

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo,factory, contentManager);

            SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
            simpleModel.SetTexture(factory.CreateTexture2DColor(1,1,Color.White),TextureType.DIFFUSE);
            BoxObject tmesh = new BoxObject(new Vector3(0,10,0), 1, 1,1,50,new  Vector3(5000,1,5000),Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
            tmesh.isMotionLess = true;
            DeferredNormalShader shader = new DeferredNormalShader();
            DeferredMaterial fmaterial = new DeferredMaterial(shader);
            IObject obj = new IObject(fmaterial, simpleModel, tmesh);
            this.World.AddObject(obj);            
            
            {
                List<BilboardInstance> poss = new List<BilboardInstance>();
                for (int i = -10 ; i < 20; i++)
                {
                    for (int j = -10; j < 20; j++)
                    {
                        float x, y;
                        x = i * 100;
                        y = j * 100;
                        BilboardInstance bi = new BilboardInstance();
                        bi.Scale = new Vector2(100, 100);
                        bi.Position = new Vector3(x, 5, y);
                        poss.Add(bi);
                    }
                }

                ///same as before, just the name of the class change
                ///You can change the position of a individual bilboard using bm.GetBilboardInstances(), updating the structure recieved and 
                ///using bm.SetBilboardInstances(). Dont do this every frame pls =P
                ///You can change lots of parameters of the DeferredInstancedBilboardShader, check it
                InstancedBilboardModel bm = new InstancedBilboardModel(factory, "Bilbs", "..\\Content\\Textures\\tree",poss.ToArray());                
                DeferredInstancedBilboardShader cb = new DeferredInstancedBilboardShader(BilboardType.Cilindric);                
                DeferredMaterial matfor = new DeferredMaterial(cb);
                GhostObject go = new GhostObject();
                IObject obj2 = new IObject(matfor, bm, go);
                this.World.AddObject(obj2);
            }


            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion


            CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(-50), MathHelper.ToRadians(-15), new Vector3(-200, 300, 250), GraphicInfo);
            this.World.CameraManager.AddCamera(cam);

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);

        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            {
                SimpleModel sm = new SimpleModel(factory, "Model//block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Blue), TextureType.DIFFUSE);
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                //CharacterControllerInput character = new CharacterControllerInput(this, new Vector3(100, 150, 1), 1, 1, 50, Vector3.One * 10, 0.5f);
                BoxObject bb = new BoxObject(new Vector3(100, 0, 1), 1, 1, 1, 10, Vector3.One * 10, Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                BaseObject marine = new BaseObject(fmaterial, bb, sm);
                this.World.AddObject(marine);

                /////ever !!!
                //marine.Behavior = new Repeater<BaseObject>(

                //new Watch<BaseObject>(
                //    (a,b)=>
                //        {

                //            ///condition
                //            if(a.PhysicObject.Position.Length() < 100)
                //            {
                //                return TaskResult.Failure;
                //            }
                //            return TaskResult.Success;
                //        }
                //    ,

                //        ///chnage its color =P
                //        new BehaviorTrees.Action<BaseObject>( 
                //            (a,b)=>  
                //            {
                //                a.Modelo.SetTexture(factory.CreateTexture2DColor(1,1,StaticRandom.RandomColor()),TextureType.DIFFUSE);
                //                return TaskResult.Success; 
                //            }
                //            )				    
                //)                
                //);


                
                marine.Behavior = new Repeater<BaseObject>
                    (
                        new Sequence<BaseObject>()
                        {
                                                new Wait<BaseObject>(0.5f,
                                                    new BehaviorTrees.Action<BaseObject>(
                                                    (a, b) =>
                                                    {
                                                        return TaskResult.Success;
                                                    }
                                                        )
                                                )
                                                ,

                                                 new RepeaterUntil<BaseObject>(
                                        (a,b) => 
                                            {
                                                
                                                

                                                if ((a.PhysicObject.Position - waytogo).Length()>50)
                                                {                                                    
                                                    return TaskResult.Running;
                                                }
                                                else
                                                {
                                                    return TaskResult.Success;
                                                }
                                            }
                                    ,
                                                new BehaviorTrees.Action<BaseObject>(
                                                (a,b) =>
                                                        {
                                                            Vector3 direction = waytogo - a.PhysicObject.Position;
                                                            direction.Y = 0;
                                                            direction.Normalize();
                                                            a.PhysicObject.Velocity = direction*10;
                                                           // a.PhysicObject.Velocity += direction;
                                                            

                                                            return TaskResult.Success;                                                    
                                                        }                                                
                                                    ) 
                                                    ),
                                                              ///chnage its color =P
                                new BehaviorTrees.Action<BaseObject>( 
                                    (a,b)=>  
                                    {
                                        a.Modelo.SetTexture(factory.CreateTexture2DColor(1,1,StaticRandom.RandomColor()),TextureType.DIFFUSE);
                                        return TaskResult.Success; 
                                    }
                                    )	
                                                   
                    
                    
                        }
                    );





            }
            //this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
            RotatingCamera cam = new RotatingCamera(this, new Vector3(0, -100, -200));
            this.World.CameraManager.AddCamera(cam);
        }
        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            Picking picking = new Picking(this);
            this.AddScreenUpdateable(picking);

            #region Models            
            {
                SimpleModel sm = new SimpleModel(factory,"..\\Content\\Model\\cenario");
                IPhysicObject pi = new TriangleMeshObject(sm, Vector3.Zero,Matrix.Identity,Vector3.One,MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();                                
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);
                obj3.Name = "cenario";
                this.World.AddObject(obj3);
            }

            for (int i = 0; i < 10; i++)
            {
                for (int j = 0; j < 10; j++)
                {
                    SimpleModel sm = new SimpleModel(factory,"..\\Content\\Model\\cubo");
                    sm.SetTexture(factory.CreateTexture2DColor(1,1, Color.White), TextureType.DIFFUSE);                    
                    BoxObject pi = new BoxObject(new Vector3(i * 10, 100, j * 10),1,1,1,1,new Vector3(5),Matrix.Identity,MaterialDescription.DefaultBepuMaterial());
                    pi.isMotionLess = true;
                    DeferredNormalShader shader = new DeferredNormalShader();
                    IMaterial mat = new DeferredMaterial(shader);
                    IObject obj4 = new IObject(mat, sm, pi);
                    obj4.Name = "Block " + i + " : " + j;
                    this.World.AddObject(obj4);
                }
            }            

            #endregion            

            cam = new CameraFirstPerson(GraphicInfo);            
            cam.FarPlane = 3000;

            #region NormalLight
            ///Conjunto de luzes direcionais
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.4f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            
            this.World.CameraManager.AddCamera(cam);
            

            ///O PICKING FUNCIONA APENAS COM OBJETOS QUE TENHAM CORPO FISICO REAL !!!
            ///OS GHOST E OS DUMMY NUNCA SERAO SELECIONADOS
            ///Para ser informado a todo frame sobre as colisoes do raio, basta utilizar o outro construtor
            picking.OnPickedLeftButton += new OnPicked(onPick);            
        }
        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            Picking picking = new Picking(this);
            this.AddScreenUpdateable(picking);

            #region Models            
            {
                SimpleModel sm = new SimpleModel(factory,"..\\Content\\Model\\cenario");
                IPhysicObject pi = new TriangleMeshObject(sm, Vector3.Zero,Matrix.Identity,Vector3.One,MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();                                
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);
                obj3.Name = "cenario";
                this.World.AddObject(obj3);
            }

            for (int i = 0; i < 10; i++)
            {
                for (int j = 0; j < 10; j++)
                {
                    SimpleModel sm = new SimpleModel(factory,"..\\Content\\Model\\cubo");
                    sm.SetTexture(factory.CreateTexture2DColor(1,1, Color.White), TextureType.DIFFUSE);                    
                    BoxObject pi = new BoxObject(new Vector3(i * 10, 100, j * 10),1,1,1,1,new Vector3(5),Matrix.Identity,MaterialDescription.DefaultBepuMaterial());
                    pi.isMotionLess = true;
                    DeferredNormalShader shader = new DeferredNormalShader();
                    IMaterial mat = new DeferredMaterial(shader);
                    IObject obj4 = new IObject(mat, sm, pi);
                    obj4.Name = "Block " + i + " : " + j;
                    this.World.AddObject(obj4);
                }
            }            

            #endregion            

            cam = new CameraFirstPerson(GraphicInfo);            
            cam.FarPlane = 3000;

            #region NormalLight
            ///Conjunto de luzes direcionais
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.2f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            
            this.World.CameraManager.AddCamera(cam);
            picking.OnPickedNoneButton += new OnPicked(onPick);

            sp1 = new SpotLightPE(new Vector3(0, 150, 0), new Vector3(0, -1, 0), Color.PapayaWhip, 1, 200, (float)Math.Cos(Math.PI / 12), 2f);
            this.World.AddLight(sp1);
        }
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                ///Physic info (position, rotation and scale are set here)
                BoxObject tmesh = new BoxObject(Vector3.Zero, 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                tmesh.isMotionLess = true;
                ///Forward Shader (look at this shader construction for more info)
                ForwardXNABasicShader shader = new ForwardXNABasicShader();
                ///Deferred material
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                ///Add to the world
                this.World.AddObject(obj);

                ///create the fsm
                fsm = new StateMachine();
                ///atach the fsm to the object using the attachment property (there are lots of ways of doing this like extending the iobject class)
                AttachmentUpdate atachment = new AttachmentUpdate(
                    (a, b) => fsm.UpdateFSM(b)
                        );
                obj.IObjectAttachment.Add(atachment);

                ////Sample usage
                ///Press Space to go to state2 and press enter in state 2 to get back to state1 =P
                ///create state 1
                {
                    StateSample state1 = new StateSample("state1",obj);
                    state1.NextStateFunc =
                      (a) =>
                      {
                          KeyboardState kstate = Keyboard.GetState();
                          if (kstate.IsKeyDown(Keys.Space))
                          {
                              return "state2";
                          }
                          return null;
                      };
                    fsm.AddState(state1);

                    ///SET THE CURRENT STATE
                    fsm.SetCurrentState(state1.Name);
                }

                

                ///create state 2
                {
                    StateSample state2 = new StateSample("state2",obj);
                    state2.NextStateFunc =
                      (a) =>
                      {
                          KeyboardState kstate = Keyboard.GetState();
                          if (kstate.IsKeyDown(Keys.Enter))
                          {
                              return "state1";
                          }
                          return null;
                      };
                    fsm.AddState(state2);
                }
            }

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\ball");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Blue), TextureType.DIFFUSE);
                IPhysicObject pi = new SphereObject(new Vector3(0, 0, 0), 1, 10, 30, MaterialDescription.DefaultBepuMaterial());
                pi.isMotionLess = true;
                ForwardXNABasicShader shader = new ForwardXNABasicShader();
                IMaterial mat = new ForwardMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
                shader.BasicEffect.EnableDefaultLighting();

                BepuPhysicWorld physicWorld;
                physicWorld = this.World.PhysicWorld as BepuPhysicWorld;
                System.Diagnostics.Debug.Assert(physicWorld != null);
                var field = new GravitationalFieldObject(new InfiniteForceFieldShape(), obj3.PhysicObject.Position, 66730 / 2f, 10000, physicWorld);
                ///This Method is from BepuPhysicWorld not from th IPhysicObject
                ///You can use everithing from Bepu using this object instead of the interface
                ///but take care, the engine dont know about THIS !!! it does not manage these things
                physicWorld.Space.Add(field);

            }

            int numColumns = 7;
            int numRows = 7;
            int numHigh = 7;
            float separation = 3;
            {
                ///reuse instances that does not change
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\cubo");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                ForwardXNABasicShader shader = new ForwardXNABasicShader();
                IMaterial mat = new ForwardMaterial(shader);

                for (int i = 0; i < numRows; i++)
                {
                    for (int j = 0; j < numColumns; j++)
                    {
                        for (int k = 0; k < numHigh; k++)
                        {
                            BoxObject pi = new BoxObject(new Vector3(separation * i - numRows * separation / 2, 40 + k * separation, separation * j - numColumns * separation / 2), 1, 1, 1, 5, new Vector3(1), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                            pi.Entity.LinearDamping = 0;
                            pi.Entity.AngularDamping = 0;                            
                            IObject obj3 = new IObject(mat, sm, pi);
                            this.World.AddObject(obj3);
                            pi.Entity.LinearVelocity = new Vector3(30, 0, 0);                            
                        }
                    }
                }

                shader.BasicEffect.EnableDefaultLighting();
            }

            //cam = new CameraFirstPerson(GraphicInfo);
            //cam.FarPlane = 3000;

            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.4f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            RotatingCamera cam = new RotatingCamera(this,new Vector3(0,0,-300));
            this.World.CameraManager.AddCamera(cam);

        }
        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);            

            #region Models

            ///Some Physic World Parameters
            ///No accuracy (speed up the simulation) and no gravity
            BepuPhysicWorld physicWorld = this.World.PhysicWorld as BepuPhysicWorld;
            System.Diagnostics.Debug.Assert(physicWorld != null);
            physicWorld.Space.Solver.IterationLimit = 1; //Essentially no sustained contacts, so don't need to worry about accuracy.            

            int numColumns = 10;
            int numRows = 10;
            int numHigh = 15;
         
            ///1500 box
            ///1500 luzes

            ///CREATE LOOOOTS OF OBJECTS AND LIGHTS
            float separation = 3;
            for (int i = 0; i < numRows; i++)
                for (int j = 0; j < numColumns; j++)
                    for (int k = 0; k < numHigh; k++)
                    {
                        SimpleModel sm = new SimpleModel(factory,"..\\Content\\Model\\cubo");
                        sm.SetTexture(factory.CreateTexture2DColor(1,1, StaticRandom.RandomColor()), TextureType.DIFFUSE);
                        MaterialDescription md = MaterialDescription.DefaultBepuMaterial();
                        md.Bounciness = 1;
                        BoxObject pi = new BoxObject(new Vector3(separation * i, k * separation, separation * j), 1,1,1, 1,new Vector3(1),Matrix.Identity,md);                                                
                        pi.Entity.AngularDamping = 0f; //It looks cooler if boxes don't slowly stop spinning!                                               
                        IShader shader = new DeferredNormalShader();
                        IMaterial mat = new DeferredMaterial(shader);
                        IObject obj5 = new IObject(mat, sm, pi);
                        this.World.AddObject(obj5);
                        
                        ///Light is atached to the blocks
                        MoveablePointLight pl = new MoveablePointLight(pi, StaticRandom.RandomColor(), 5, 1);
                        this.World.AddLight(pl);
                        
                    }

            #endregion            

            cam = new CameraFirstPerson(GraphicInfo);            
            cam.FarPlane = 3000;
            this.World.CameraManager.AddCamera(cam);


            ///THROW THE BALLS IN THE BLOCKS !!!!!!
            lt = new LightThrowBepu(this.World, factory);         

            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.4f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

        }
        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);                        
        
            #region Models
            ///Paralelepipelo (cubo com scale ) enviara mensagens quando colidir com objetos
            ///Object that will send messages when something collides with it
            {
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\cubo");
                sm.SetTexture(factory.CreateTexture2DColor(1,1, Color.White), TextureType.DIFFUSE);                
                BoxObject pi = new BoxObject(new Vector3(100, 40, 0), 1,1,1, 25,new Vector3(100, 10, 100),Matrix.Identity,MaterialDescription.DefaultBepuMaterial());                
                ///Adiciona um handler que sera chamada quando uma colisao acontecer
                ///Add a handler that will handle the colision =P
                pi.Entity.CollisionInformation.Events.InitialCollisionDetected += new BEPUphysics.Collidables.Events.InitialCollisionDetectedEventHandler<BEPUphysics.Collidables.MobileCollidables.EntityCollidable>(Events_InitialCollisionDetected);
                DeferredNormalShader shader = new DeferredNormalShader();                                
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);                
                this.World.AddObject(obj3);
            }

            ////CUBO Q VAI MUDAR DE COR
            ///Object that will recieve the message (collision message send from the above object) and will change color.
            {
                SimpleModel sm = new SimpleModel(factory,"..\\Content\\Model\\cubo");
                sm.SetTexture(factory.CreateTexture2DColor(1,1, Color.Yellow), TextureType.DIFFUSE);                
                BoxObject pi = new BoxObject(new Vector3(50, 50, 50), 1,1,1, 5, new Vector3(15),Matrix.Identity,MaterialDescription.DefaultBepuMaterial());
                pi.isMotionLess = true;
                DeferredNormalShader shader = new DeferredNormalShader();
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);                
                ///Adiciona um handler para tratar das mensagens (existe outra maneira mais robusta de fazer isto, conforme citado no exemplo sobre Triggers)
                ///hanlde incomming messages
                obj3.OnRecieveMessage += new OnRecieveMessage(obj3_OnRecieveMessage);
                ///Forcando um ID, normalmente ele eh setado automaticamente ao adicionar o objeto no mundo
                ///Set the Id, forcing it  (you can only force ids less than 1000)
                obj3.SetId(77);
                this.World.AddObject(obj3);
                long id = obj3.GetId();
                ///Testa se o Id atribuido eh o forcado 
                ///Internamente a Engine atribui Ids acima de 1000 (valores abaixo funcionarao, a menos que alguem ja tenha forcado este Id antes)                
                ///Como neste caso nao forcamos o id de ninguem para 77, entao o obj3 tera id 77
                ///Soh pra garantir ;)
                ///Just check
                Debug.Assert(id == 77);
             
            }

            ////cubo que escuta um canal de mensagens
            ///Cube that listen a channel
            {
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\cubo");
                sm.SetTexture(factory.CreateTexture2DColor(1,1,Color.Red), TextureType.DIFFUSE);                
                BoxObject pi = new BoxObject(new Vector3(100, 50, 50), 1,1,1, 50, new Vector3(15),Matrix.Identity,MaterialDescription.DefaultBepuMaterial());
                pi.isMotionLess = true;
                DeferredNormalShader shader = new DeferredNormalShader();
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);                
                ///Adiciona um handler para tratar das mensagens (existe outra maneira mais robusta de fazer isto, conforme citado no exemplo sobre Triggers)
                ///OBSERVAR QUE FOI USADO O MESMO HANDLER QUE O OBJETO ANTERIOR (JA QUE DESEJA-SE TER O MESMO EFEITO)
                ///hanle messages
                obj3.OnRecieveMessage += new OnRecieveMessage(obj3_OnRecieveMessage);                
                this.World.AddObject(obj3);                

                ///Adiciona este objeto ao canal de comunicao chamado "cubo" (recebera mensagens deste grupo tb)
                ///REGISTER IN THIS MESSAGE CHANNEL
                EntityMapper.getInstance().AddgrouptagRecieveEntity("cubo", obj3);
            }


            {
                SimpleModel sm = new SimpleModel(factory,"..\\Content\\Model\\cenario");
                IPhysicObject pi = new TriangleMeshObject(sm, Vector3.Zero,Matrix.Identity,Vector3.One,MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);                
                this.World.AddObject(obj3);
            }            
            

            #endregion            

            cam = new CameraFirstPerson(GraphicInfo);            
            cam.FarPlane = 3000;

            lt = new LightThrowBepu(this.World, factory);

            #region NormalLight
            ///Conjunto de luzes direcionais
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.4f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion
            
            this.World.CameraManager.AddCamera(cam);
            
        }
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            #region Models

            ///Model with Paralax Shader enabled
            {
                ///Need to load the height, the normal texture and the difuse texture
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block", "..\\Content\\Textures\\color_map");
                sm.SetTexture("Textures\\normal_map", TextureType.BUMP);
                sm.SetTexture("Textures\\height_map", TextureType.PARALAX);

                BoxObject pi = new BoxObject(new Vector3(200, 110, 0), 1, 1, 1, 5, new Vector3(100, 100, 100), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                ///Enable paralax and Normal Mapping;
                paralax = new DeferredCustomShader(false, false, false, false);
                paralax.SpecularIntensity = 0.2f;
                paralax.SpecularPower = 30;
                IMaterial mat = new DeferredMaterial(paralax);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
            }


            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                DeferredCustomShader shader = new DeferredCustomShader(false,false,false,false);
                DeferredMaterial fmaterial = new DeferredMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            #endregion            

            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(10), MathHelper.ToRadians(-10), new Vector3(200, 150, 250), GraphicInfo);
            this.World.CameraManager.AddCamera(cam);

            {
                SimpleConcreteKeyboardInputPlayable ik = new SimpleConcreteKeyboardInputPlayable(StateKey.DOWN, Keys.H, aumentaScale);
                this.BindInput(ik);
            }
            {
                SimpleConcreteKeyboardInputPlayable ik = new SimpleConcreteKeyboardInputPlayable(StateKey.DOWN, Keys.G, diminuiScale);
                this.BindInput(ik);
            }
            {
                SimpleConcreteKeyboardInputPlayable ik = new SimpleConcreteKeyboardInputPlayable(StateKey.DOWN, Keys.Y, aumentaBias);
                this.BindInput(ik);
            }
            {
                SimpleConcreteKeyboardInputPlayable ik = new SimpleConcreteKeyboardInputPlayable(StateKey.DOWN, Keys.T, diminuiBias);
                this.BindInput(ik);
            }

            {
                SimpleConcreteKeyboardInputPlayable ik = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.J, EnableDisableParalax);
                this.BindInput(ik);
            }
            {
                SimpleConcreteKeyboardInputPlayable ik = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.K, EnableDisableBump);
                this.BindInput(ik);
            }

            new LightThrowBepu(this.World, GraphicFactory);
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            ///Create the water
            ///Water is just a Shader that Creates a Water like texture and binds it to a model
            {
                IModelo sm = new SimpleModel(factory, "Model\\block");
                Matrix trans = Matrix.CreateTranslation(new Vector3(0, 50, 0));
                Plane plano = Plane.Transform(new Plane(0, 1, 0, 0), trans);
                ///The water is VERRRRY big, the reflection and refraction will looks like blocked, its normal, increasy the size of the reflection/refrection buffer to correct this (bigger cost)
                ///We normally use the SAME transformation applyied to the plane (if not stranges affects can happen)
                IPhysicObject pi = new BoxObject(new Vector3(0, 50, 0), 1, 1, 1, 5, new Vector3(3000, 0.1f, 3000), trans, MaterialDescription.DefaultBepuMaterial());
                pi.isMotionLess = true;
                ///Water shader, will refract and reflect according to the plano passed in the parameter
                ///Using default Parameters, there are lots of things that can be changed. See WaterCompleteShader 
                DeferredWaterCompleteShader shader = new DeferredWaterCompleteShader(800, 600, plano, 0.1f);
                shader.SpecularIntensity = 0.01f;
                shader.SpecularPower = 50;
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj4 = new IObject(mat, sm, pi);
                this.World.AddObject(obj4);
            }

            ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//");
            this.AttachCleanUpAble(ext);
            ModelLoaderData data = ext.Load(factory, GraphicInfo, "shadow");
            WorldLoader wl = new WorldLoader();
            wl.OnCreateIObject += new CreateIObject(wl_OnCreateIObject);
            wl.OnCreateILight += new CreateILight(wl_OnCreateILight);
            wl.LoadWorld(factory, GraphicInfo, World, data);
            
            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            DirectionalLightPE ld6 = new DirectionalLightPE(Vector3.Up, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            ld6.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            this.World.AddLight(ld6);
            #endregion

            this.World.CameraManager.AddCamera(new CameraFirstPerson(true, GraphicInfo));

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);

            lt = new LightThrowBepu(this.World, factory,100);

        }
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            RegisterDebugDrawCommand rc = new RegisterDebugDrawCommand(ddrawer);
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(rc);

            path.AddCircularObstacle(Vector3.Zero, 10);

            path.AddCircularObstacle(new Vector3(0,20,0), 15);

            path.AddCircularObstacle(new Vector3(200), 10);

            foreach (var item in path.Obstacles)
            {
                SphericalObstacle SphericalObstacle = item as SphericalObstacle;
                DebugSphere s = new DebugSphere(SphericalObstacle.Center, SphericalObstacle.Radius,Color.Blue);
                ddrawer.AddShape(s);                
            }
            //DebugSphere.WireFrameEnabled = true;

            DebugLines dls = new DebugLines();
            ddrawer.AddShape(dls);
            for (int i = 0; i < path.PolyPath.pointCount - 1; i++)
			{
                dls.AddLine(path.PolyPath.points[i], path.PolyPath.points[i ] + Vector3.Up * 200, Color.Brown);
                dls.AddLine(path.PolyPath.points[i], path.PolyPath.points[i + 1], Color.Red);
			}
            dls.AddLine(path.PolyPath.points[path.PolyPath.pointCount - 1], path.PolyPath.points[path.PolyPath.pointCount - 1] + Vector3.Up * 200, Color.Brown);

            PlugIn = new PedestrianPlugIn(this.World, path,
                (pd) =>
                {
                    SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                    simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Green), TextureType.DIFFUSE);
                    ///Physic info (position, rotation and scale are set here)
                    GhostObject tmesh = new GhostObject();
                    ///Forward Shader (look at this shader construction for more info)
                    ForwardXNABasicShader shader = new ForwardXNABasicShader();
                    ///Deferred material
                    ForwardMaterial fmaterial = new ForwardMaterial(shader);
                    ///The object itself
                    IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                    obj.IObjectAttachment.Add(new SteerAtachment(pd));
                    return obj;
                });

            PlugIn.Init();

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                ///Physic info (position, rotation and scale are set here)
                BoxObject tmesh = new BoxObject(Vector3.Zero, 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                tmesh.isMotionLess = true;
                ///Forward Shader (look at this shader construction for more info)
                ForwardXNABasicShader shader = new ForwardXNABasicShader();
                ///Deferred material
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                ///The object itself
                this.World.AddObject(new IObject(fmaterial, simpleModel, tmesh));
            }

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }        
 protected IObject CreateBoxMeshModelU(String fileName, Vector3 position, Matrix orientation, float xlengh, float ylengh, float zlengh, Vector3 scale, float mass = 10)
 {
     SimpleModel simpleModel = new SimpleModel(graphicFactory, fileName);
     ///Physic info (position, rotation and scale are set here)
     BoxObject tmesh = new BoxObject(position, xlengh, ylengh, zlengh, mass, scale, orientation, MaterialDescription.DefaultBepuMaterial());
     ///Shader info (must be a deferred type)
     DeferredNormalShader shader = new DeferredNormalShader();
     ///Material info (must be a deferred type also)
     DeferredMaterial fmaterial = new DeferredMaterial(shader);
     ///The object itself
     return new IObject(fmaterial, simpleModel, tmesh);
 }
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                ///Uncoment to add your model
                SimpleModel simpleModel = new SimpleModel(factory, "Model/cenario");
                ///Physic info (position, rotation and scale are set here)
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ///Forward Shader (look at this shader construction for more info)
                ForwardXNABasicShader shader = new ForwardXNABasicShader();
                ///Forward material
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                ///Add to the world
                this.World.AddObject(obj);
            }

            {

                SimpleModel simpleModel = new SimpleModel(factory, "duck");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1,1,Color.White));
                ///Physic info (position, rotation and scale are set here)
                GhostObject tmesh = new GhostObject(new Vector3(100, 60, 120), Matrix.Identity, Vector3.One );
                ///Forward Shader (look at this shader construction for more info)
                DynEnvMaterial DynEnvMaterial = new PloobsProjectTemplate.TemplateScreens.DynEnvMaterial();
                ///The object itself
                IObject obj = new IObject(DynEnvMaterial, simpleModel, tmesh);
                ///Add to the world
                this.World.AddObject(obj);
            }


            {

                SimpleModel simpleModel = new SimpleModel(factory, "duck");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White));
                ///Physic info (position, rotation and scale are set here)
                GhostObject tmesh = new GhostObject(new Vector3(200, 60, 320), Matrix.Identity, Vector3.One);
                ///Forward Shader (look at this shader construction for more info)
                DynEnvMaterial DynEnvMaterial = new PloobsProjectTemplate.TemplateScreens.DynEnvMaterial();
                ///The object itself
                IObject obj = new IObject(DynEnvMaterial, simpleModel, tmesh);
                ///Add to the world
                this.World.AddObject(obj);
            }


            Texture2D t = factory.CreateTexture2DColor(1, 1, Color.Red);
            for (int i = 0; i < 10; i++)
            {
                for (int j = 0; j < 5; j++)
                {
                    SimpleModel simpleModel = new SimpleModel(factory, "Model/block");
                    simpleModel.SetTexture(t);
                    ///Physic info (position, rotation and scale are set here)
                    BoxObject tmesh = new BoxObject(new Vector3(j * 10 + 200, 100, i * 10 + 200), 1, 1, 1, 10, Vector3.One * 2, Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                    tmesh.isMotionLess = true;
                    ///Forward Shader (look at this shader construction for more info)
                    ForwardXNABasicShader shader = new ForwardXNABasicShader();
                    ///Forward material
                    ForwardMaterial fmaterial = new ForwardMaterial(shader);
                    ///The object itself
                    IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                    ///Add to the world
                    this.World.AddObject(obj);

                }
            }

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager)
        {
            ///must be called before all
            base.LoadContent(GraphicInfo, factory, contentManager);

            ///Uncoment to Add an object
            /////Create a simple object
            /////Geomtric Info and textures (this model automaticaly loads the texture)
            //SimpleModel simpleModel = new SimpleModel(factory, "Model FILEPATH GOES HERE", "Diffuse Texture FILEPATH GOES HERE -- Use only if it is not embeded in the Model file");
            /////Physic info (position, rotation and scale are set here)
            //TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
            /////Shader info (must be a deferred type)
            //DeferredNormalShader shader = new DeferredNormalShader();
            /////Material info (must be a deferred type also)
            //DeferredMaterial fmaterial = new DeferredMaterial(shader);
            /////The object itself
            //IObject obj = new IObject(fmaterial, simpleModel, tmesh);
            /////Add to the world
            //this.World.AddObject(obj);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE);
                BoxObject tmesh = new BoxObject(Vector3.Zero, 1, 1, 1, 10, new Vector3(500, 5, 500), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                tmesh.isMotionLess = true;
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Yellow), TextureType.DIFFUSE);
                GhostObject go = new GhostObject(Vector3.Zero, Matrix.Identity, new Vector3(1, 100, 1));
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                BaseObject obj = new BaseObject(fmaterial, simpleModel, go);
                obj.Name = "TORRE1";
                this.World.AddObject(obj);
                //entityFactory.CreateShooterTower(obj, 3, 2, 100);
            }

            {
                Texture2D tex = factory.GetTexture2D("Textures//spriteteste");
                SpriteAnimated SpriteAnimated = new PloobsEngine.Modelo2D.SpriteAnimated(tex, 9, 8);
                SpriteAnimated.PlayCurrentAnimation();

                CharacterObject Characterobj = new CharacterObject(new Vector3(25, 15, 25), Matrix.Identity, 10, 5, 10, 1f, Vector3.One, 5);
                Sprite3DShader Sprite3DShader = new Sprite3DShader(Vector2.One);
                ForwardMaterial fmaterial = new ForwardMaterial(Sprite3DShader);
                ISpriteObject obj = new ISpriteObject(fmaterial, SpriteAnimated, Characterobj);
                obj.Name = "Enemy";
                this.World.AddObject(obj);
                obj.OnUpdate += new OnUpdate(obj_OnUpdate);

            }

            ///Add some directional lights to completely iluminate the world
            #region Lights
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.4f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            ///Add a AA post effect
            this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect());

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
Example #26
0
 public BoxModel()
 {
     objType = new BoxObject (Vector3.Zero, 1.0F, 1.0F, 1.0F, 1.0F, Vector3.One, Matrix.Identity, MaterialDescription.DefaultBepuMaterial ());
 }
        private void CreateBox(Vector3 pos)
        {
            ///Create a Simple Model
            SimpleModel model = new SimpleModel(GraphicFactory,"..\\Content\\Model\\cubo");
            model.SetTexture(GraphicFactory.CreateTexture2DColor(1,1, StaticRandom.RandomColor()), TextureType.DIFFUSE);
            
            ///Create a Physic Object
            IPhysicObject pobj = new BoxObject(pos,1,1,1, 10, new Vector3(2),Matrix.Identity,MaterialDescription.DefaultBepuMaterial());
            pobj.isMotionLess = true;
            ///Create a shader   
            IShader nd = new DeferredNormalShader();

            ///Create a Material                
            IMaterial material = new DeferredMaterial(nd);
            ///Create a an Object that englobs everything and add it to the world
            IObject obj = new IObject(material, model,pobj);
            this.World.AddObject(obj);
            objects.Add(obj);
        }
Example #28
0
 public void SetupCollisionModel(BoxObject collisionModel)
 {
     base.SetupCollisionModel (collisionModel);
 }
        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);                        
        

            #region Models

            ///Cria uma textura 1x1 com a cor branca
            Texture2D white = factory.CreateTexture2DColor(1,1, Color.White);
            {
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\cubo");
                sm.SetTexture(white, TextureType.DIFFUSE);
                
                BoxObject pi = new BoxObject(new Vector3(100, 20, 0), 1,1,1, 5,new Vector3(100, 5, 100),Matrix.Identity,MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();                
                ///Setando alguns parametros do material
                shader.SpecularIntensity = 0.01f;
                shader.SpecularPower = 50;                
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
            }

            {
                SimpleModel sm = new SimpleModel(factory,"..\\Content\\Model\\cubo");
                sm.SetTexture(white, TextureType.DIFFUSE);
                
                BoxObject pi = new BoxObject(new Vector3(90, 30, 0), 1,1,1, 10,new Vector3(1),Matrix.Identity,MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();                
                
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);                
            }


            {
                SimpleModel sm = new SimpleModel(factory,"..\\Content\\Model\\cenario");                
                IPhysicObject pi = new TriangleMeshObject(sm,Vector3.Zero,Matrix.Identity,Vector3.One,MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
            }
            

            #endregion                                    
           
            #region NormalLight
            ///Conjunto de luzes direcionais
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.4f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            
            ///Criando uma camera estatica
            CameraStatic camx = new CameraStatic(new Vector3(130, 100, 700), Vector3.Zero);
            ///Dando um nome a ela (para poder recupera-la depois)
            camx.Name = "default";
            camx.FarPlane = 3000;
            ///Adiciona ao Manager (NAO ESTA SENDO ATIVADA, APENAS ADICIONADA)
            this.World.CameraManager.AddCamera(camx, camx.Name);
            ///Ativa a camera atual (AO ADICIONAR UMA CAMERA AO WORLD USANDO mundo.AddCamera(cam) A CAMERA EH AUTOMATICAMENTE ATIVADA  )
            this.World.CameraManager.SetActiveCamera(camx.Name);
            ///Adiciona na lista circular
            camerasNames.Value = camx.Name;
            camerasNames.Next();          

            ///Idem para uma segunda camera (Porem esta nao eh ativada)
            CameraStatic cam2 = new CameraStatic(new Vector3(100, 100, 100), Vector3.Zero);
            cam2.Name = "StaticCamera";
            cam2.FarPlane = 3000;
            this.World.CameraManager.AddCamera(cam2, cam2.Name);
            camerasNames.Value = cam2.Name;
            camerasNames.Next();

            ///Idem para a terceira
            CameraStatic cam3 = new CameraStatic(new Vector3(500, 300, 300), Vector3.Zero);
            cam3.Name = "StaticCamera3";
            cam3.FarPlane = 3000;
            this.World.CameraManager.AddCamera(cam3, cam3.Name);
            camerasNames.Value = cam3.Name;
            camerasNames.Next();


            SimpleConcreteKeyboardInputPlayable ikp = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.Space, KeyStateChange);
            bk = new BindKeyCommand(ikp, BindAction.ADD);
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(bk);            
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                DeferredMaterial fmaterial = new DeferredMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            {
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                BoxObject pi = new BoxObject(new Vector3(100, 40, 0), 1, 1, 1, 25, new Vector3(100, 10, 100), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
            }

            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion
                        
            CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo);
            //cam.FarPlane = 100;
            this.World.CameraManager.AddCamera(cam);

            Texture2D texture = factory.GetTexture2D("Textures//goo");            
            
            LightThrowBepu lt = new LightThrowBepu(this.World, factory);

            var projection = Matrix.CreatePerspectiveFieldOfView(cam.FieldOfView / 20, cam.AspectRatio, 1, 1000);

            var view = Matrix.CreateLookAt(
                new Vector3(1500, 200, 200),
                new Vector3(0, 0, 0),
                Vector3.Up
                );

            Decal decal = new Decal(texture,view,projection);
            
            DecalComponent.Decals.Add(decal);

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grasscube");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);

        }