public void Init(TgcD3dInput Input)
        {
            crearTableroPicking(5, 9);

            pickingRay = new TgcPickingRay(Input);

            //Crear caja para marcar en que lugar hubo colision
            collisionPointMesh = TGCBox.fromSize(new TGCVector3(3, 3, 3), Color.Red);
            collisionPointMesh.AutoTransform = true;
            selected = false;

            #region configurarEfecto
            efecto = TgcShaders.loadEffect(GameModel.shadersDir + "shaderPlanta.fx");
            #endregion

            #region contenedor
            contenedor           = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\contenedor-TgcScene.xml").Meshes[0];
            contenedor.Scale     = new TGCVector3(45.5f, 45.5f, 45.5f);
            contenedor.Position  = new TGCVector3(-2000f, 400f, -800f);
            contenedor.Effect    = efecto;
            contenedor.Technique = "RenderSceneProgresivo";

            objetos.Add(contenedor);
            //glowObjects.Add(contenedor);

            #endregion

            //este body seria del tablero o isla principal
            body     = FactoryBody.crearBodyIsla();
            callback = new CollisionCallbackIsla(logica);
            logica.addBulletObject(this);

            PostProcess.agregarPostProcessObject(this);
        }
        public Bomba(TGCVector3 posicion, GameLogic logica)
        {
            efecto      = TgcShaders.loadEffect(GameModel.shadersDir + "shaderPlanta.fx");
            this.logica = logica;

            #region configurarObjeto

            bomba           = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\BOMBA-TgcScene.xml").Meshes[0];
            bomba.Scale     = new TGCVector3(40.5f, 80.5f, 40.5f);
            bomba.Effect    = efecto;
            bomba.Technique = tecnicaDefault;
            bomba.Position  = posicion;
            objetos.Add(bomba);

            body     = FactoryBody.crearBodyZombie(new TGCVector3(posicion.X, posicion.Y + 350, posicion.Z));
            callback = new CollisionCallbackFloor(logica, this);
            logica.addBulletObject(this);

            #endregion

            PostProcess.agregarPostProcessObject(this);
        }