public SpotLightCircularUpdater(IScreen screen, SpotLightPE pl, float speed, float radius, float initialAngle, bool clockwise)
     : base(screen)
 {
     speedAcumullated = initialAngle;
     this.sl = pl;
     center = pl.Direction;
     this.speed = speed * 0.05f;
     this.radius = radius;
     this.clockwise = clockwise;
     this.Start(); ///Start to call the update
 }
        private void DrawnSpotLight(RenderHelper render, GraphicInfo ginfo, ICamera camera, SpotLightPE sl, IDeferredGBuffer DeferredGBuffer)
        {
                    //if(sl.CastShadown)
                    //    spotLightEffect.Parameters["xShadowMap"].SetValue(shadowMap);
                    //else
                    //    spotLightEffect.Parameters["xShadowMap"].SetValue(blank);

                    if (sl.CastShadown)
                        render.device.Textures[3] = shadowMap;
                    else
                        render.device.Textures[3] = blank;

                    spotLightEffect.Parameters["shadowBufferSize"].SetValue(shadownBufferSize);
                    spotLightEffect.Parameters["BIAS"].SetValue(sl.SHADOWBIAS);                    

                    //spotLightEffect.Parameters["colorMap"].SetValue(DeferredGBuffer[GBufferTypes.COLOR]);
                    //spotLightEffect.Parameters["normalMap"].SetValue(DeferredGBuffer[GBufferTypes.NORMAL]);
                    //spotLightEffect.Parameters["depthMap"].SetValue(DeferredGBuffer[GBufferTypes.DEPH]);            
                    render.device.Textures[0] = DeferredGBuffer[GBufferTypes.COLOR];
                    render.device.Textures[1] = DeferredGBuffer[GBufferTypes.NORMAL];
                    render.device.Textures[2] = DeferredGBuffer[GBufferTypes.DEPH];
                    SamplerState s2 = render.SetSamplerState(SamplerState.PointClamp, 2);
                    SamplerState s3 = render.SetSamplerState(SamplerState.PointClamp, 3);

                    spotLightEffect.Parameters["xLightViewProjection"].SetValue(sl.ViewMatrix * sl.ProjMatrix);
                    spotLightEffect.Parameters["View"].SetValue(camera.View);
                    spotLightEffect.Parameters["Projection"].SetValue(camera.Projection);
                    spotLightEffect.Parameters["cameraPosition"].SetValue(camera.Position);
                    spotLightEffect.Parameters["shadown"].SetValue(sl.CastShadown);
                    spotLightEffect.Parameters["InvertViewProjection"].SetValue(Matrix.Invert(camera.ViewProjection));
                    spotLightEffect.Parameters["halfPixel"].SetValue(ginfo.HalfPixel);
                    spotLightEffect.Parameters["lightPosition"].SetValue(sl.Position);
                    spotLightEffect.Parameters["lightDirection"].SetValue(sl.Direction);
                    spotLightEffect.Parameters["lightRadius"].SetValue(sl.LightRadius);
                    spotLightEffect.Parameters["lightDecayExponent"].SetValue(sl.ConeDecay);
                    spotLightEffect.Parameters["Color"].SetValue(sl.Color.ToVector3());
                    spotLightEffect.Parameters["lightAngleCosine"].SetValue(sl.LightAngleCosine);
                    spotLightEffect.Parameters["lightIntensity"].SetValue(sl.LightIntensity);
                    render.PushDepthStencilState(DepthStencilState.None);     
                    render.RenderFullScreenQuadVertexPixel(spotLightEffect);
                    render.PopDepthStencilState();
                    render.SetSamplerState(s2, 2);
                    render.SetSamplerState(s3, 3);
        }
        public ModelLoaderData Load(GraphicFactory factory, GraphicInfo ginfo, String Name)
        {            
            ModelLoaderData elements = new ModelLoaderData();
            Dictionary<String, XmlModelMeshInfo> infos = new Dictionary<string, XmlModelMeshInfo>();
            Dictionary<String, targetInfo> targets = new Dictionary<string, targetInfo>();
            Dictionary<String, SpotLightInformation> spotLights = new Dictionary<string, SpotLightInformation>();
            //Dictionary<String, ConstraintInformation> constraints = new Dictionary<string, ConstraintInformation>();
            Dictionary<String, CameraInfo> cameras = new Dictionary<string, CameraInfo>();
            Dictionary<String, ParticleInfo> particles = new Dictionary<string, ParticleInfo>();


            SerializerHelper.ChangeDecimalSymbolToPoint();
            XmlDocument xDoc = new XmlDocument();
            xDoc.Load(path + Name + ".xml");
            XmlNodeList worldNode = xDoc["SCENE"].ChildNodes;

            foreach (XmlNode node in worldNode)
            {


                if (node.Name == "Constraint")
                {

                    ConstraintInfo cinfo = new ConstraintInfo();


                    cinfo.Name = SerializerHelper.DeserializeAttributeBaseType<String>("name", node);
                    XmlElement type = node["type"];
                    if (type != null)
                    {
                        cinfo.type = SerializerHelper.DeserializeAttributeBaseType<String>("value", type);
                    }

                    XmlElement child = node["child"];
                    if (child != null)
                    {
                        cinfo.bodyA = SerializerHelper.DeserializeAttributeBaseType<String>("name", child);
                    }

                    XmlElement parent = node["parent"];
                    if (parent != null)
                    {
                        cinfo.bodyB = SerializerHelper.DeserializeAttributeBaseType<String>("name", parent);
                    }

                    XmlElement breakable = node["isBreakable"];
                    if (breakable != null)
                    {

                        cinfo.breakable = SerializerHelper.DeserializeAttributeBaseType<bool>("value", breakable);

                    }



                    Vector3 pos = SerializerHelper.DeserializeVector3("position", node);
                    cinfo.Position = new Vector3(pos.X, pos.Y, pos.Z);


                    elements.ConstraintInfo.Add(cinfo);

                }
                if (node.Name == "particle")
                {
                    ParticleInfo pinfo = new ParticleInfo();
                    pinfo.Name = SerializerHelper.DeserializeAttributeBaseType<String>("name", node);
                    pinfo.Position = SerializerHelper.DeserializeVector3("position", node);
                    pinfo.Orientation = SerializerHelper.DeserializeQuaternion("rotation", node);

                    XmlElement mass = node["type"];
                    if (mass != null)
                    {
                        pinfo.Type = SerializerHelper.DeserializeAttributeBaseType<String>("value", mass);
                    }

                    elements.ParticleInfo.Add(pinfo);
                }
                if (node.Name == "body")
                {
                    XmlModelMeshInfo info = new XmlModelMeshInfo();
                    info.modelName = SerializerHelper.DeserializeAttributeBaseType<String>("name", node);



                    XmlElement mass = node["mass"];
                    if (mass != null)
                    {
                        info.mass = SerializerHelper.DeserializeAttributeBaseType<float>("value", mass);
                    }

                    XmlElement dfric = node["dinamicfriction"];
                    if (dfric != null)
                    {
                        info.dinamicfriction = SerializerHelper.DeserializeAttributeBaseType<float>("value", dfric);
                    }

                    XmlElement sfric = node["staticfriction"];
                    if (sfric != null)
                    {
                        info.staticfriction = SerializerHelper.DeserializeAttributeBaseType<float>("value", sfric);
                    }

                    XmlElement ellas = node["ellasticity"];
                    if (ellas != null)
                    {
                        info.ellasticity = SerializerHelper.DeserializeAttributeBaseType<float>("value", ellas);
                    }



                    XmlElement collision = node["collision"];
                    if (collision != null)
                    {
                        info.collisionType = SerializerHelper.DeserializeAttributeBaseType<String>("type", collision);

                        if (info.collisionType.Contains("Water"))
                        {

                            Vector3 pos = SerializerHelper.DeserializeVector3("position", collision);

                            float width = SerializerHelper.DeserializeAttributeBaseType<float>("value", collision["width"]);
                            float length = SerializerHelper.DeserializeAttributeBaseType<float>("value", collision["length"]);

                            info.material.extrainformation = new Dictionary<string, object>();
                            info.material.extrainformation.Add("position", pos);
                            info.material.extrainformation.Add("width", width);
                            info.material.extrainformation.Add("length", length);
                        }
                    }
                    XmlElement material = node["material"];
                    if (material == null)
                    {
                        info.material.difuseName = "white";
                    }
                    else
                    {

                        XmlElement reflect = material["reflection"];
                        if (reflect != null)
                        {
                            info.material.reflectionName = removeExtension(SerializerHelper.DeserializeAttributeBaseType<String>("name", reflect));
                        }
                        else
                        {
                            XmlElement difuse = material["diffuse"];
                            if (difuse != null)
                            {
                                info.material.difuseName = removeExtension(SerializerHelper.DeserializeAttributeBaseType<String>("name", difuse));
                            }
                            XmlElement bump = material["bump"];
                            if (bump != null)
                            {
                                info.material.bumpName = removeExtension(SerializerHelper.DeserializeAttributeBaseType<String>("name", bump));
                            }
                            XmlElement specular = material["specular"];
                            if (specular != null)
                            {
                                info.material.specularName = removeExtension(SerializerHelper.DeserializeAttributeBaseType<String>("name", specular));
                            }
                            XmlElement glow = material["glow"];
                            if (glow != null)
                            {
                                info.material.glowName = removeExtension(SerializerHelper.DeserializeAttributeBaseType<String>("name", glow));
                            }
                        }
                    }
                    infos.Add(info.modelName, info);
                }
                else if (node.Name == "pointlight")
                {
                    String name = SerializerHelper.DeserializeAttributeBaseType<String>("name", node);
                    Vector3 pos = SerializerHelper.DeserializeVector3("position", node);
                    pos = new Vector3(pos.X, -pos.Y, -pos.Z);
                    Vector3 vColor = SerializerHelper.DeserializeVector3("color", node);
                    Color color = new Color(vColor.X / 255, vColor.Y / 255, vColor.Z / 255);
                    float amount = SerializerHelper.DeserializeAttributeBaseType<float>("amount", node["multiplier"]);
                    float decay = SerializerHelper.DeserializeAttributeBaseType<float>("value", node["decay"]);
                    PointLightPE pl = new PointLightPE(pos, color, 200, amount);
                    pl.Name = name;
                    pl.UsePointLightQuadraticAttenuation = true;
                    elements.LightsInfo.Add(pl);
                }
                else if (node.Name == "spotlight")
                {
                    String name = SerializerHelper.DeserializeAttributeBaseType<String>("name", node);
                    Vector3 pos = SerializerHelper.DeserializeVector3("position", node);
                    pos = new Vector3(pos.X, -pos.Y, -pos.Z);
                    Vector3 vColor = SerializerHelper.DeserializeVector3("color", node);
                    float fallof = SerializerHelper.DeserializeBaseType<float>("fallof", node);
                    Color color = new Color(vColor.X / 255, vColor.Y / 255, vColor.Z / 255);
                    float amount = SerializerHelper.DeserializeAttributeBaseType<float>("amount", node["multiplier"]);
                    float decay = SerializerHelper.DeserializeAttributeBaseType<float>("value", node["decay"]);
                    bool castShadow = SerializerHelper.DeserializeBaseType<bool>("castShadows", node);

                    SpotLightInformation spi = new SpotLightInformation();
                    spi.angle = MathHelper.ToRadians(fallof);
                    spi.color = color;
                    spi.decay = decay;
                    spi.multiplier = amount;
                    spi.name = name;
                    spi.pos = pos;
                    spi.castShadow = castShadow;
                    spotLights.Add(spi.name, spi);


                }
                else if (node.Name == "target")
                {
                    String name = SerializerHelper.DeserializeAttributeBaseType<String>("name", node);
                    Vector3 pos = SerializerHelper.DeserializeVector3("position", node);
                    pos = new Vector3(pos.X, -pos.Y, -pos.Z);
                    targetInfo ti = new targetInfo();
                    ti.targetPos = pos;
                    ti.name = name;
                    targets.Add(ti.name, ti);
                }
                else if (node.Name == "camera")
                {
                    String name = SerializerHelper.DeserializeAttributeBaseType<String>("name", node);
                    Vector3 pos = SerializerHelper.DeserializeVector3("position", node);
                    pos = new Vector3(pos.X, -pos.Y, -pos.Z);
                    CameraInfo co = new CameraInfo();
                    co.Name = name;
                    co.Position = pos;
                    cameras.Add(co.Name, co);
                }
                else if (node.Name == "dummy")
                {
                    String name = SerializerHelper.DeserializeAttributeBaseType<String>("name", node);
                    Vector3 pos = SerializerHelper.DeserializeVector3("position", node);
                    pos = new Vector3(pos.X, -pos.Y, -pos.Z);
                    DummyInfo di = new DummyInfo();
                    di.Name = name;
                    di.Position = pos;
                    elements.DummyInfo.Add(di);
                }
            }

            ///////PROCCESS LIGHTS /////////////////////
            foreach (var item in spotLights)
            {
                SpotLightInformation si = item.Value;
                targetInfo ti = targets[item.Key + ".Target"];
                SpotLightPE sl = new SpotLightPE(si.pos, Vector3.Normalize(ti.targetPos - si.pos), si.color,si.decay, (ti.targetPos - si.pos).Length() * 10f, (float)Math.Cos(si.angle / 2), si.multiplier);
                sl.CastShadown = si.castShadow;
                sl.Name = si.name;
                elements.LightsInfo.Add(sl);

            }

            ///////PROCCESS CAMERAS/////////////////////
            foreach (var item in cameras)
            {
                CameraInfo ci = item.Value;
                targetInfo ti = targets[item.Key + ".Target"];
                ci.Target = ti.targetPos;
                elements.CameraInfo.Add(ci);
            }


            Model model = factory.GetModel(modelPath + Name);
            modelNames.Add(modelPath + Name);
            Matrix[] m = new Matrix[model.Bones.Count];
            model.CopyAbsoluteBoneTransformsTo(m);

            ////////////EXTRAINDO MESHES
            for (int i = 0; i < model.Meshes.Count; i++)
            {
                String name = model.Meshes[i].Name.Substring(5);
                if (infos.ContainsKey(name))
                {

                    for (int j = 0; j < model.Meshes[i].MeshParts.Count; j++)
                    {
                        XmlModelMeshInfo inf = infos[name];
                        Matrix tr = m[model.Meshes[i].ParentBone.Index];

                        Vector3 scale;
                        Vector3 pos;
                        Quaternion ori;
                        tr.Decompose(out scale, out ori, out pos);

                        ObjectInformation mi = new ObjectInformation();
                        mi.modelName = inf.modelName;
                        mi.meshPartIndex = j;
                        mi.meshIndex = i;
                        mi.position = pos;
                        mi.scale = scale;
                        mi.rotation = ori;
                        
                        ModelBuilderHelper.Extract(m, model.Meshes[i].MeshParts[j], out mi.batchInformation);
                        mi.ellasticity = inf.ellasticity;
                        mi.dinamicfriction = inf.dinamicfriction;
                        mi.staticfriction = inf.staticfriction;
                        mi.collisionType = inf.collisionType;
                        mi.mass = inf.mass;

                        mi.batchInformation.ModelLocalTransformation = m[model.Meshes[i].ParentBone.Index];

                        mi.textureInformation = new TextureInformation(false, factory);
                        

                        if (inf.material.reflectionName != null)
                        {
                            mi.textureInformation.SetCubeTexture(factory.GetTextureCube(texturePath + inf.material.reflectionName), TextureType.ENVIRONMENT);
                            texturesNames.Add(texturePath + inf.material.reflectionName);
                        }

                        else
                        {
                            if (inf.material.difuseName != null)
                            {
                                mi.textureInformation.SetTexture(factory.GetTexture2D(texturePath + inf.material.difuseName), TextureType.DIFFUSE);
                                texturesNames.Add(texturePath + inf.material.difuseName);
                            }

                            if (inf.material.glowName != null)
                            {
                                mi.textureInformation.SetTexture(factory.GetTexture2D(texturePath + inf.material.glowName), TextureType.GLOW);
                                texturesNames.Add(texturePath + inf.material.glowName);
                            }

                            if (inf.material.specularName != null)
                            {
                                mi.textureInformation.SetTexture(factory.GetTexture2D(texturePath + inf.material.specularName), TextureType.SPECULAR);
                                texturesNames.Add(texturePath + inf.material.specularName);
                            }

                            if (inf.material.bumpName != null)
                            {
                                mi.textureInformation.SetTexture(factory.GetTexture2D(texturePath + inf.material.bumpName), TextureType.BUMP);
                                texturesNames.Add(texturePath + inf.material.bumpName);
                            }

                        }

                        if (inf.collisionType != null)
                        {
                            if (inf.collisionType.Contains("Water"))
                            {
                                mi.extra = inf.material.extrainformation;
                            }
                        }

                        mi.textureInformation.LoadTexture();
                        elements.ModelMeshesInfo.Add(mi);
                    }
                }
            }

            SerializerHelper.ChangeDecimalSymbolToSystemDefault();
            //Clear Stuffs
            infos.Clear();
            targets.Clear();
            spotLights.Clear();
            cameras.Clear();

            return elements;
        }
        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);
        
            ///Create a Simple Model
            IModelo sm = new SimpleModel(factory, "..\\Content\\Model\\cenario");            
            ///Create a Physic Object
            IPhysicObject pi = new TriangleMeshObject(sm, Vector3.Zero, Matrix.Identity, Vector3.One,MaterialDescription.DefaultBepuMaterial());
            ///Create a shader 
            IShader shader = new DeferredNormalShader();            
            ///Create a Material
            IMaterial mat = new DeferredMaterial(shader);
            ///Create a an Object that englobs everything and add it to the world
            IObject obj4 = new IObject(mat, sm, pi);
            this.World.AddObject(obj4);

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

            ///Create a FirstPerson Camera
            ///This is a special camera, used in the development
            ///You can move around using wasd / qz / and the mouse
            ICamera cam = new CameraFirstPerson(GraphicInfo);
            this.World.CameraManager.AddCamera(cam);

            {
                SpotLightPE sp1 = new SpotLightPE(new Vector3(0, 150, 0), new Vector3(0, -1, 0), Color.YellowGreen, 1, 600, (float)Math.Cos(Math.PI / 7), 0.5f);
                SpotLightCircularUpdater spc1 = new SpotLightCircularUpdater(this, sp1, 0.01f, 1, 0, true);
                this.World.AddLight(sp1);

                SpotLightPE sp2 = new SpotLightPE(new Vector3(0, 150, 0), new Vector3(0, -1, 0),Color.Red, 1, 600, (float)Math.Cos(Math.PI / 7), 0.5f);
                SpotLightCircularUpdater spc2 = new SpotLightCircularUpdater(this, sp2, 0.01f, 1, (float)Math.PI / 2, true);
                this.World.AddLight(sp2);

                SpotLightPE sp3 = new SpotLightPE(new Vector3(0, 150, 0), new Vector3(0, -1, 0), Color.Red, 1, 600, (float)Math.Cos(Math.PI / 7), 0.5f);
                SpotLightCircularUpdater spc3 = new SpotLightCircularUpdater(this, sp3, 0.01f, 1, (float)Math.PI, true);
                this.World.AddLight(sp3);

                SpotLightPE sp4 = new SpotLightPE(new Vector3(0, 150, 0), new Vector3(0, -1, 0), Color.Green, 1, 600, (float)Math.Cos(Math.PI / 7), 0.5f);
                SpotLightCircularUpdater spc4 = new SpotLightCircularUpdater(this, sp4, 0.01f, 1, (float)(Math.PI * 3) / 2, true);
                this.World.AddLight(sp4);
            }

            {
                SpotLightPE sp1 = new SpotLightPE(new Vector3(0, 150, 0), new Vector3(0, -1, 0), Color.Purple, 1, 600, (float)Math.Cos(Math.PI / 7), 0.5f);
                SpotLightCircularUpdater spc1 = new SpotLightCircularUpdater(this, sp1, 0.02f, 2, 0, false);
                this.World.AddLight(sp1);

                SpotLightPE sp2 = new SpotLightPE(new Vector3(0, 150, 0), new Vector3(0, -1, 0), Color.PowderBlue, 1, 600, (float)Math.Cos(Math.PI / 7), 0.5f);
                SpotLightCircularUpdater spc2 = new SpotLightCircularUpdater(this, sp2, 0.02f, 2, (float)Math.PI / 2, false);
                this.World.AddLight(sp2);

                SpotLightPE sp3 = new SpotLightPE(new Vector3(0, 150, 0), new Vector3(0, -1, 0),Color.YellowGreen, 1, 600 , (float)Math.Cos(Math.PI / 7), 0.5f);
                SpotLightCircularUpdater spc3 = new SpotLightCircularUpdater(this, sp3, 0.02f, 2, (float)Math.PI, false);
                this.World.AddLight(sp3);

                SpotLightPE sp4 = new SpotLightPE(new Vector3(0, 150, 0), new Vector3(0, -1, 0), Color.Maroon, 1, 600, (float)Math.Cos(Math.PI / 7), 0.5f);
                SpotLightCircularUpdater spc4 = new SpotLightCircularUpdater(this, sp4, 0.02f, 2, (float)(Math.PI * 3) / 2, false);
                this.World.AddLight(sp4);
            }


            {
                SpotLightPE sp1 = new SpotLightPE(new Vector3(0, 150, 0), new Vector3(0, -1, 0), Color.PapayaWhip,1, 600 , (float)Math.Cos(Math.PI / 7), 0.5f);
                SpotLightCircularUpdater spc1 = new SpotLightCircularUpdater(this, sp1, 0.03f, 3, (float)Math.PI / 4, true);
                this.World.AddLight(sp1);

                SpotLightPE sp2 = new SpotLightPE(new Vector3(0, 150, 0), new Vector3(0, -1, 0), Color.LightSeaGreen, 1, 600, (float)Math.Cos(Math.PI / 7), 0.5f);
                SpotLightCircularUpdater spc2 = new SpotLightCircularUpdater(this, sp2, 0.03f, 3, (float)Math.PI / 4 + (float)Math.PI / 2, true);
                this.World.AddLight(sp2);

                SpotLightPE sp3 = new SpotLightPE(new Vector3(0, 150, 0), new Vector3(0, -1, 0), Color.Gold, 1, 600, (float)Math.Cos(Math.PI / 7), 0.5f);
                SpotLightCircularUpdater spc3 = new SpotLightCircularUpdater(this, sp3, 0.03f, 3, (float)Math.PI / 4 + (float)Math.PI, true);
                this.World.AddLight(sp3);

                SpotLightPE sp4 = new SpotLightPE(new Vector3(0, 150, 0), new Vector3(0, -1, 0), Color.Aqua,1, 600 , (float)Math.Cos(Math.PI / 7), 0.5f);
                SpotLightCircularUpdater spc4 = new SpotLightCircularUpdater(this, sp4, 0.03f, 3, (float)Math.PI / 4 + (float)(Math.PI * 3) / 2, true);
                this.World.AddLight(sp4);
            }

            this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect());
        }
        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);
        }