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

            #region Trigger
            ///Criacao de um Trigger
            ///Create a trigger
            {
                ///Modelo cujo formato sera utilizado para disparar o trigger
                ///Model used as base the for the trigger
                SimpleModel sm = new SimpleModel(factory,"..\\Content\\Model\\cubo" );
                sm.SetTexture(factory.CreateTexture2DColor(1,1, Color.Red), TextureType.DIFFUSE); ///VERMELHO
                
                ///Criacao do Triangle Mesh
                ///Create the triangle mesh from the model
                TriangleMeshObject tm = new TriangleMeshObject(sm,new Vector3(200, 5, 0),Matrix.Identity,Vector3.One * 10,MaterialDescription.DefaultBepuMaterial());
                ///Criacao do Evento q sera disparado qd o trigger for acionado
                ///Pode-se criar outros tipos de eventos, basta extender a classe  IEvent
                ///O parametro passado eh o canal em que o trigger enviara suas mensagens
                ///Qualquer Entidade que extende IRecieveMessageEntity pode receber mensagens
                ///Create the eventr that the trigger will fire
                ///TriggerEvent is the name of the CHANNEL (SEE CHANGINGMESSAGESSCREEN.CS) where the trigger will send the messages. (you can change the name at your will, change also the channel that the other objects are listening)
                TriggerEvent te = new TriggerEvent("TriggerEvent","TriggerTest1");
                ///Criacao do Trigger
                ///Creating and adding the trigger to the physic world
                BepuPhysicWorld physicWorld = this.World.PhysicWorld as BepuPhysicWorld;
                System.Diagnostics.Debug.Assert(physicWorld != null);
                ///Setting triggers configuration, IT RECIEVES A TRIANGLE MESH
                ///TRIGGERS ARE ALWAYS TRIANGLE MESHES !!!!
                BepuTrigger bt = new BepuTrigger(physicWorld, tm, te, true, true, true, true);
                ///Adiciona o trigger ao mundo
                this.World.AddTrigger(bt);

                ///Adicona um objeto na posicao do trigger (Objeto FANTASMA, nao sera detectado pelo trigger)
                ///Facilita na localizacao do Trigger 
                ///CREATE A VISUAL OBJECT FOR THE TRIGGER (SO WE CAN SEE IT)
                ///GHOST OBJECT (NO COLLISION)
                GhostObject ghost = new GhostObject(new Vector3(200, 5, 0), Matrix.Identity,Vector3.One * 10);
                ///material and shader
                DeferredNormalShader shader = new DeferredNormalShader();
                IMaterial mat = new DeferredMaterial(shader);
                /// add the visual object (DONT NEED, WE ADDED JUST TO SEE THE TRIGGER)
                IObject obj3 = new IObject(mat, sm, ghost);
                this.World.AddObject(obj3);      
            }


            #endregion

            ///Criacao de um Objeto q recebera mensagens do trigger
            ///THIS OBJECT THAT WILL RECIEVE MESSAGE FROM the trigger
            #region Models
            {
                SimpleModel sm = new SimpleModel(factory,"..\\Content\\Model\\cubo");
                sm.SetTexture(factory.CreateTexture2DColor(1,1, Color.White), TextureType.DIFFUSE); ///BRANCO                
                IPhysicObject pi = new TriangleMeshObject( sm,new Vector3(20,50,50), Matrix.Identity,Vector3.One * 10,MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();                                
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);
                ///Cadastra uma funcao para tratar das mensagens recebidas
                ///existem outras maneiras de fazer isso, como Extender a classe IObject e sobrescrever o metodo HandleMessage
                ///MESSAGE HANDLER
                obj3.OnRecieveMessage += new OnRecieveMessage(obj3_OnRecieveMessage);
                this.World.AddObject(obj3);
                ///Adiciona o Objeto criado ao grupo "TriggerEvent" que recebera as mensagens do trigger
                ///Register to recieve TriggerEvent Messages (registering to the channel)
                EntityMapper.getInstance().AddgrouptagRecieveEntity("TriggerEvent", obj3);
            }


            ///Cenario de sempre
            {
                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        
    
            ///Demonstracao de que qualquer entidade pode receber mensagens
            ///Olhar a implementacao desta classe, esta no fim deste arquivo
            ///Creating an entity to recieve the trigger message also
            ///JUST to show that everyone can recieve messages
            rmessage = new ReciveMessage();

            cam = new CameraFirstPerson(GraphicInfo);            
            cam.FarPlane = 2000;

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

            #region Trigger
            ///Criacao de um Trigger
            ///Create a trigger
            {
                ///Modelo cujo formato sera utilizado para disparar o trigger
                ///Model used as base the for the trigger
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\cubo");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE); ///VERMELHO

                ///Criacao do Triangle Mesh
                ///Create the triangle mesh from the model
                TriangleMeshObject tm = new TriangleMeshObject(sm, new Vector3(200, 5, 0), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial());
                ///Criacao do Evento q sera disparado qd o trigger for acionado
                ///Pode-se criar outros tipos de eventos, basta extender a classe  IEvent
                ///O parametro passado eh o canal em que o trigger enviara suas mensagens
                ///Qualquer Entidade que extende IRecieveMessageEntity pode receber mensagens
                ///Create the eventr that the trigger will fire
                ///TriggerEvent is the name of the CHANNEL (SEE CHANGINGMESSAGESSCREEN.CS) where the trigger will send the messages. (you can change the name at your will, change also the channel that the other objects are listening)
                TriggerEvent te = new TriggerEvent("TriggerEvent", "TriggerTest1");
                ///Criacao do Trigger
                ///Creating and adding the trigger to the physic world
                BepuPhysicWorld physicWorld = this.World.PhysicWorld as BepuPhysicWorld;
                System.Diagnostics.Debug.Assert(physicWorld != null);
                ///Setting triggers configuration, IT RECIEVES A TRIANGLE MESH
                ///TRIGGERS ARE ALWAYS TRIANGLE MESHES !!!!
                BepuTrigger bt = new BepuTrigger(physicWorld, tm, te, true, true, true, true);
                ///Adiciona o trigger ao mundo
                this.World.AddTrigger(bt);

                ///Adicona um objeto na posicao do trigger (Objeto FANTASMA, nao sera detectado pelo trigger)
                ///Facilita na localizacao do Trigger
                ///CREATE A VISUAL OBJECT FOR THE TRIGGER (SO WE CAN SEE IT)
                ///GHOST OBJECT (NO COLLISION)
                GhostObject ghost = new GhostObject(new Vector3(200, 5, 0), Matrix.Identity, Vector3.One * 10);
                ///material and shader
                DeferredNormalShader shader = new DeferredNormalShader();
                IMaterial            mat    = new DeferredMaterial(shader);
                /// add the visual object (DONT NEED, WE ADDED JUST TO SEE THE TRIGGER)
                IObject obj3 = new IObject(mat, sm, ghost);
                this.World.AddObject(obj3);
            }


            #endregion

            ///Criacao de um Objeto q recebera mensagens do trigger
            ///THIS OBJECT THAT WILL RECIEVE MESSAGE FROM the trigger
            #region Models
            {
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\cubo");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE); ///BRANCO
                IPhysicObject        pi     = new TriangleMeshObject(sm, new Vector3(20, 50, 50), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                IMaterial            mat    = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);
                ///Cadastra uma funcao para tratar das mensagens recebidas
                ///existem outras maneiras de fazer isso, como Extender a classe IObject e sobrescrever o metodo HandleMessage
                ///MESSAGE HANDLER
                obj3.OnRecieveMessage += new OnRecieveMessage(obj3_OnRecieveMessage);
                this.World.AddObject(obj3);
                ///Adiciona o Objeto criado ao grupo "TriggerEvent" que recebera as mensagens do trigger
                ///Register to recieve TriggerEvent Messages (registering to the channel)
                EntityMapper.getInstance().AddgrouptagRecieveEntity("TriggerEvent", obj3);
            }


            ///Cenario de sempre
            {
                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

            ///Demonstracao de que qualquer entidade pode receber mensagens
            ///Olhar a implementacao desta classe, esta no fim deste arquivo
            ///Creating an entity to recieve the trigger message also
            ///JUST to show that everyone can recieve messages
            rmessage = new ReciveMessage();

            cam          = new CameraFirstPerson(GraphicInfo);
            cam.FarPlane = 2000;

            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);
        }