bool CollisionTools::raycast(const Ogre::Ray &ray, Ogre::Vector3 &result,Ogre::MovableObject* &target,float &closest_distance, const Ogre::uint32 queryMask)
	{
		target = NULL;

		// check we are initialised
		if (mRaySceneQuery != NULL)
		{
			// create a query object
			mRaySceneQuery->setRay(ray);
			mRaySceneQuery->setSortByDistance(true);
			mRaySceneQuery->setQueryMask(queryMask);
			// execute the query, returns a vector of hits
			if (mRaySceneQuery->execute().size() <= 0)
			{
				// raycast did not hit an objects bounding box
				return (false);
			}
		}
		else
		{
			//LOG_ERROR << "Cannot raycast without RaySceneQuery instance" << ENDLOG;
			return (false);
		}

		// at this point we have raycast to a series of different objects bounding boxes.
		// we need to test these different objects to see which is the first polygon hit.
		// there are some minor optimizations (distance based) that mean we wont have to
		// check all of the objects most of the time, but the worst case scenario is that
		// we need to test every triangle of every object.
		//Ogre::Ogre::Real closest_distance = -1.0f;
		closest_distance = -1.0f;
		Ogre::Vector3 closest_result;
		Ogre::RaySceneQueryResult &query_result = mRaySceneQuery->getLastResults();

#if 0
		for (size_t qr_idx = 0; qr_idx < query_result.size(); qr_idx++)
		{
			const Ogre::RaySceneQueryResultEntry& result = query_result[qr_idx];
			Ogre::Real distance = result.distance;
			Ogre::MovableObject* movable = static_cast<Ogre::MovableObject*>(result.movable);
			Ogre::SceneQuery::WorldFragment* worldFragment = result.worldFragment;

			if (movable)
			{
				const Ogre::String& type = movable->getMovableType();
				const Ogre::String& name = movable->getName();
				const Ogre::String& parentName = movable->getParentNode()->getName();
				Ogre::uint32 flag = movable->getQueryFlags();  

				if (type.compare("Entity") == 0)
				{
					Ogre::Entity* ent =  (Ogre::Entity*)movable;
				}

				std::ostrstream oss;
				oss<<"name:"<<name<<" distance:"<< distance <<" type:"<<type<<" flag:"<<flag<<" parent:"<<parentName<<std::endl;
				OutputDebugString(oss.str() );
			}
		}

#endif

		for (size_t qr_idx = 0; qr_idx < query_result.size(); qr_idx++)
		{
			// stop checking if we have found a raycast hit that is closer
			// than all remaining entities
			if ((closest_distance >= 0.0f) &&
				(closest_distance < query_result[qr_idx].distance))
			{
				break;
			}

			// only check this result if its a hit against an entity
			if ((query_result[qr_idx].movable != NULL)  &&
				(query_result[qr_idx].movable->getMovableType().compare("Entity") == 0))
			{
				// get the entity to check
				Ogre::MovableObject *pentity = static_cast<Ogre::MovableObject*>(query_result[qr_idx].movable);

				// mesh data to retrieve
				size_t vertex_count;
				size_t index_count;
				Ogre::Vector3 *vertices = NULL;
				Ogre::uint32 *indices = NULL;

				// get the mesh information
				GetMeshInformation(((Ogre::Entity*)pentity)->getMesh(), vertex_count, vertices, index_count, indices,
					pentity->getParentNode()->_getDerivedPosition(),
					pentity->getParentNode()->_getDerivedOrientation(),
					pentity->getParentNode()->_getDerivedScale());

				// test for hitting individual triangles on the mesh
				bool new_closest_found = false;
				for (size_t i = 0; i < index_count; i += 3)
				{
					// check for a hit against this triangle
					std::pair<bool, Ogre::Real> hit = Ogre::Math::intersects(ray, vertices[indices[i]],
						vertices[indices[i+1]], vertices[indices[i+2]], true, false);

					// if it was a hit check if its the closest
					if (hit.first)
					{
						if ((closest_distance < 0.0f) ||
							(hit.second < closest_distance))
						{
							// this is the closest so far, save it off
							closest_distance = hit.second;
							new_closest_found = true;
						}
					}
				}

				// free the verticies and indicies memory
				delete  vertices;
				delete  indices;

				// if we found a new closest raycast for this object, update the
				// closest_result before moving on to the next object.
				if (new_closest_found)
				{
					target = pentity;
					closest_result = ray.getPoint(closest_distance);
				}
			}
		}

		// return the result
		if (closest_distance >= 0.0f)
		{
			// raycast success
			result = closest_result;
			return (true);
		}
		else
		{
			// raycast failed
			return (false);
		}
	}
bool MyFrameListener::frameStarted(const FrameEvent& evt) {


  bool mbleft; // Botones del raton pulsados

  _keyboard->capture();  _mouse->capture();   // Captura eventos

  int posx = _mouse->getMouseState().X.abs;   // Posicion del puntero
  int posy = _mouse->getMouseState().Y.abs;   //  en pixeles.

  // Botones del raton pulsados? -------------------------------------
  mbleft = _mouse->getMouseState().buttonDown(OIS::MB_Left);

 if(_keyboard->isKeyDown(OIS::KC_ESCAPE)) return false;
  switch(_estado){
    case 1:
      if(_keyboard->isKeyDown(OIS::KC_1)){
        _sceneManager->destroySceneNode("ninicio");
        _juego->generarTablero();
        _juego->generarPlayers();
        _juego->colocarBarcos(); 
        _estado = 5;
      }
      if(_keyboard->isKeyDown(OIS::KC_2)){
        _sceneManager->destroySceneNode("ninicio");
        _juego->crearCreditos();
        _estado = 2;
      }
    break;

    case 2:
      if(_keyboard->isKeyDown(OIS::KC_B)){
        _sceneManager->destroySceneNode("ncreditos");
        _juego->crearMenu();
        _estado = 1;
      }
      break;
       // Exit!

    case 5:
      if (mbleft) {
        uint32 mask;
        mask = CUBE1 | STAGE;  // Podemos elegir todo
        setRayQuery(posx, posy, mask);
        Ogre::RaySceneQueryResult &result = _raySceneQuery->execute();
        Ogre::RaySceneQueryResult::iterator it;
        if(result.begin()!=result.end()){
          it = result.begin();
          Ogre::SceneNode* nodo = it->movable->getParentSceneNode();
          Ogre::MovableObject* clickado = nodo->getAttachedObject(0);
          if(clickado->getQueryFlags()==CUBE1){
            if(_turno==1 && (int)it->movable->getParentSceneNode()->getName()[3]-48>=0 && (int)it->movable->getParentSceneNode()->getName()[3]-48<8 && (int)it->movable->getParentSceneNode()->getName()[5]-48>=0 && (int)it->movable->getParentSceneNode()->getName()[5]-48<8){
              _turno = _juego->simular((int)it->movable->getParentSceneNode()->getName()[3]-48, (int)it->movable->getParentSceneNode()->getName()[5 ]-48);//tabla ascii
            }
            if(_turno == 2){
              _estado = 6;
            }
          }
        }
      }
      break;
  case 6:
    if(_keyboard->isKeyDown(OIS::KC_RETURN)){
      _juego->reiniciar();
      _juego->generarPlayers();
      _juego->colocarBarcos();
      _estado = 5;
      _turno = 1;
      std::cout << _estado << std::endl;
    }
    break;
 }
  return true;
}