void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
{
	//TODO this entire function is deprecated, written for 2.4x
	//the functionality should be rewritten, currently it does nothing

	KX_SceneList *scenes = m_ketsjiEngine->CurrentScenes();
	int numScenes = scenes->size();
	int i;
	for (i = 0; i < numScenes; i++) {
		KX_Scene *scene = scenes->at(i);
		CListValue *parentList = scene->GetRootParentList();
		int numObjects = parentList->GetCount();
		int g;
		for (g = 0; g < numObjects; g++) {
			KX_GameObject *gameObj = (KX_GameObject *)parentList->GetValue(g);
			if (gameObj->IsRecordAnimation()) {
				Object *blenderObject = gameObj->GetBlenderObject();
				if (blenderObject) {
#if 0
					//erase existing ipo's
					Ipo* ipo = blenderObject->ipo;//findIpoForName(blenderObject->id.name+2);
					if (ipo) { 	//clear the curve data
						if (clearIpo) {//rcruiz
							IpoCurve *icu1;

							int numCurves = 0;
							for ( icu1 = (IpoCurve*)ipo->curve.first; icu1;  ) {

								IpoCurve* tmpicu = icu1;

								/*int i;
								BezTriple *bezt;
								for ( bezt = tmpicu->bezt, i = 0;	i < tmpicu->totvert; i++, bezt++) {
									printf("(%f,%f,%f),(%f,%f,%f),(%f,%f,%f)\n",bezt->vec[0][0],bezt->vec[0][1],bezt->vec[0][2],bezt->vec[1][0],bezt->vec[1][1],bezt->vec[1][2],bezt->vec[2][0],bezt->vec[2][1],bezt->vec[2][2]);
								}*/

								icu1 = icu1->next;
								numCurves++;

								BLI_remlink( &( blenderObject->ipo->curve ), tmpicu );
								if ( tmpicu->bezt )
									MEM_freeN( tmpicu->bezt );
								MEM_freeN( tmpicu );
								localDel_ipoCurve( tmpicu );
							}
						}
					} 
					else {
						ipo = NULL; // XXX add_ipo(blenderObject->id.name+2, ID_OB);
						blenderObject->ipo = ipo;
					}
#endif
				}
			}
		}
	}
}
Beispiel #2
0
void	KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo()
{

	KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
	int numScenes = scenes->size();
	int i;
	for (i=0;i<numScenes;i++)
	{
		KX_Scene* scene = scenes->at(i);
		//PHY_IPhysicsEnvironment* physEnv = scene->GetPhysicsEnvironment();
		CListValue* parentList = scene->GetRootParentList();
		int numObjects = parentList->GetCount();
		int g;
		for (g=0;g<numObjects;g++)
		{
			KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
			if (gameObj->IsDynamic())
			{
				//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
				
				Object* blenderObject = gameObj->GetBlenderObject();
				if (blenderObject && blenderObject->ipo)
				{
					// XXX animato
#if 0
					Ipo* ipo = blenderObject->ipo;
					
					//create the curves, if not existing
					//testhandles_ipocurve checks for NULL
					testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocX"));
					testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocY"));
					testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ"));
					testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotX"));
					testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotY"));
					testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ"));
#endif
				}
			}

		}
		
	
	}



}
void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo()
{
	KX_SceneList *scenes = m_ketsjiEngine->CurrentScenes();
	int numScenes = scenes->size();
	int i;
	for (i = 0; i < numScenes; i++) {
		KX_Scene *scene = scenes->at(i);
		//PHY_IPhysicsEnvironment* physEnv = scene->GetPhysicsEnvironment();
		CListValue *parentList = scene->GetRootParentList();
		int numObjects = parentList->GetCount();
		int g;
		for (g = 0; g < numObjects; g++) {
			KX_GameObject *gameObj = (KX_GameObject *)parentList->GetValue(g);
			if (gameObj->IsRecordAnimation()) {
				Object *blenderObject = gameObj->GetBlenderObject();
				if (blenderObject && blenderObject->adt) {
					bAction *act = verify_adt_action(&blenderObject->id, false);
					FCurve *fcu;

					if (!act) {
						continue;
					}

					/* for now, not much choice but to run this on all curves... */
					for (fcu = (FCurve *)act->curves.first; fcu; fcu = fcu->next) {
						/* Note: calling `sort_time_fcurve()` here is not needed, since
						 *       all keys have been added in 'right' order. */
						calchandles_fcurve(fcu);
					}
#if 0
					// XXX animato
					Ipo* ipo = blenderObject->ipo;

					//create the curves, if not existing
					//testhandles_ipocurve checks for NULL
					testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocX"));
					testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocY"));
					testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ"));
					testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotX"));
					testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotY"));
					testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ"));
#endif
				}
			}
		}
	}
}
Beispiel #4
0
void	KX_BlenderSceneConverter::resetNoneDynamicObjectToIpo()
{
	if (addInitFromFrame) {		
		KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
		int numScenes = scenes->size();
		if (numScenes>=0) {
			KX_Scene* scene = scenes->at(0);
			CListValue* parentList = scene->GetRootParentList();
			for (int ix=0;ix<parentList->GetCount();ix++) {
				KX_GameObject* gameobj = (KX_GameObject*)parentList->GetValue(ix);
				if (!gameobj->IsDynamic()) {
					Object* blenderobject = gameobj->GetBlenderObject();
					if (!blenderobject)
						continue;
					if (blenderobject->type==OB_ARMATURE)
						continue;
					float eu[3];
					mat4_to_eul(eu,blenderobject->obmat);					
					MT_Point3 pos = MT_Point3(
						blenderobject->obmat[3][0],
						blenderobject->obmat[3][1],
						blenderobject->obmat[3][2]
					);
					MT_Vector3 eulxyz = MT_Vector3(
						eu[0],
						eu[1],
						eu[2]
					);
					MT_Vector3 scale = MT_Vector3(
						blenderobject->size[0],
						blenderobject->size[1],
						blenderobject->size[2]
					);
					gameobj->NodeSetLocalPosition(pos);
					gameobj->NodeSetLocalOrientation(MT_Matrix3x3(eulxyz));
					gameobj->NodeSetLocalScale(scale);
					gameobj->NodeUpdateGS(0);
				}
			}
		}
	}
}
Beispiel #5
0
	///this generates ipo curves for position, rotation, allowing to use game physics in animation
void	KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
{

	KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
	int numScenes = scenes->size();
	int i;
	for (i=0;i<numScenes;i++)
	{
		KX_Scene* scene = scenes->at(i);
		//PHY_IPhysicsEnvironment* physEnv = scene->GetPhysicsEnvironment();
		CListValue* parentList = scene->GetObjectList();
		int numObjects = parentList->GetCount();
		int g;
		for (g=0;g<numObjects;g++)
		{
			KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
			Object* blenderObject = gameObj->GetBlenderObject();
			if (blenderObject && blenderObject->parent==NULL && gameObj->IsDynamic())
			{
				//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();

				if (blenderObject->adt==NULL)
					BKE_id_add_animdata(&blenderObject->id);

				if (blenderObject->adt)
				{
					const MT_Point3& position = gameObj->NodeGetWorldPosition();
					//const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
					const MT_Matrix3x3& orn = gameObj->NodeGetWorldOrientation();

					position.getValue(blenderObject->loc);

					float tmat[3][3];
					for (int r=0;r<3;r++)
						for (int c=0;c<3;c++)
							tmat[r][c] = (float)orn[c][r];

					mat3_to_compatible_eul(blenderObject->rot, blenderObject->rot, tmat);

					insert_keyframe(NULL, &blenderObject->id, NULL, NULL, "location", -1, (float)frameNumber, INSERTKEY_FAST);
					insert_keyframe(NULL, &blenderObject->id, NULL, NULL, "rotation_euler", -1, (float)frameNumber, INSERTKEY_FAST);

#if 0
					const MT_Point3& position = gameObj->NodeGetWorldPosition();
					//const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
					const MT_Matrix3x3& orn = gameObj->NodeGetWorldOrientation();
					
					float eulerAngles[3];	
					float eulerAnglesOld[3] = {0.0f, 0.0f, 0.0f};						
					float tmat[3][3];
					
					// XXX animato
					Ipo* ipo = blenderObject->ipo;

					//create the curves, if not existing, set linear if new

					IpoCurve *icu_lx = findIpoCurve((IpoCurve *)ipo->curve.first,"LocX");
					if (!icu_lx) {
						icu_lx = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_X, 1);
						if (icu_lx) icu_lx->ipo = IPO_LIN;
					}
					IpoCurve *icu_ly = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY");
					if (!icu_ly) {
						icu_ly = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Y, 1);
						if (icu_ly) icu_ly->ipo = IPO_LIN;
					}
					IpoCurve *icu_lz = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ");
					if (!icu_lz) {
						icu_lz = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Z, 1);
						if (icu_lz) icu_lz->ipo = IPO_LIN;
					}
					IpoCurve *icu_rx = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX");
					if (!icu_rx) {
						icu_rx = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_X, 1);
						if (icu_rx) icu_rx->ipo = IPO_LIN;
					}
					IpoCurve *icu_ry = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY");
					if (!icu_ry) {
						icu_ry = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Y, 1);
						if (icu_ry) icu_ry->ipo = IPO_LIN;
					}
					IpoCurve *icu_rz = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ");
					if (!icu_rz) {
						icu_rz = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Z, 1);
						if (icu_rz) icu_rz->ipo = IPO_LIN;
					}
					
					if (icu_rx) eulerAnglesOld[0]= eval_icu( icu_rx, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
					if (icu_ry) eulerAnglesOld[1]= eval_icu( icu_ry, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
					if (icu_rz) eulerAnglesOld[2]= eval_icu( icu_rz, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
					
					// orn.getValue((float *)tmat); // uses the wrong ordering, cant use this
					for (int r=0;r<3;r++)
						for (int c=0;c<3;c++)
							tmat[r][c] = orn[c][r];
					
					// mat3_to_eul( eulerAngles,tmat); // better to use Mat3ToCompatibleEul
					mat3_to_compatible_eul( eulerAngles, eulerAnglesOld,tmat);
					
					//eval_icu
					for (int x = 0; x < 3; x++)
						eulerAngles[x] *= (float) ((180 / 3.14159265f) / 10.0);
					
					//fill the curves with data
					if (icu_lx) insert_vert_icu(icu_lx, frameNumber, position.x(), 1);
					if (icu_ly) insert_vert_icu(icu_ly, frameNumber, position.y(), 1);
					if (icu_lz) insert_vert_icu(icu_lz, frameNumber, position.z(), 1);
					if (icu_rx) insert_vert_icu(icu_rx, frameNumber, eulerAngles[0], 1);
					if (icu_ry) insert_vert_icu(icu_ry, frameNumber, eulerAngles[1], 1);
					if (icu_rz) insert_vert_icu(icu_rz, frameNumber, eulerAngles[2], 1);
					
					// Handles are corrected at the end, testhandles_ipocurve isn't needed yet
#endif
				}
			}
		}
	}
}
Beispiel #6
0
void	KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
{

	KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
	int numScenes = scenes->size();
	int i;
	for (i=0;i<numScenes;i++)
	{
		KX_Scene* scene = scenes->at(i);
		//PHY_IPhysicsEnvironment* physEnv = scene->GetPhysicsEnvironment();
		CListValue* parentList = scene->GetRootParentList();
		int numObjects = parentList->GetCount();
		int g;
		for (g=0;g<numObjects;g++)
		{
			KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
			if (gameObj->IsDynamic())
			{
				//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
				
				Object* blenderObject = gameObj->GetBlenderObject();
				if (blenderObject)
				{
#if 0
					//erase existing ipo's
					Ipo* ipo = blenderObject->ipo;//findIpoForName(blenderObject->id.name+2);
					if (ipo)
					{ 	//clear the curve data
						if (clearIpo) {//rcruiz
							IpoCurve *icu1;
														
							int numCurves = 0;
							for ( icu1 = (IpoCurve*)ipo->curve.first; icu1;  ) {
							
								IpoCurve* tmpicu = icu1;
								
								/*int i;
								BezTriple *bezt;
								for ( bezt = tmpicu->bezt, i = 0;	i < tmpicu->totvert; i++, bezt++) {
									printf("(%f,%f,%f),(%f,%f,%f),(%f,%f,%f)\n",bezt->vec[0][0],bezt->vec[0][1],bezt->vec[0][2],bezt->vec[1][0],bezt->vec[1][1],bezt->vec[1][2],bezt->vec[2][0],bezt->vec[2][1],bezt->vec[2][2]);
								}*/
								
								icu1 = icu1->next;
								numCurves++;
			
								BLI_remlink( &( blenderObject->ipo->curve ), tmpicu );
								if ( tmpicu->bezt )
									MEM_freeN( tmpicu->bezt );
								MEM_freeN( tmpicu );
								localDel_ipoCurve( tmpicu );
							}
						}
					} else
					{	ipo = NULL; // XXX add_ipo(blenderObject->id.name+2, ID_OB);
						blenderObject->ipo = ipo;

					}
#endif
				}
			}

		}
		
	
	}



}
Beispiel #7
0
/* Note m_map_*** are all ok and don't need to be freed
 * most are temp and NewRemoveObject frees m_map_gameobject_to_blender */
bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
{
	int maggie_index= -1;
	int i=0;

	if (maggie==NULL)
		return false;
	
	/* tag all false except the one we remove */
	for (vector<Main*>::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++) {
		Main *main= *it;
		if (main != maggie) {
			tag_main(main, 0);
		}
		else {
			maggie_index= i;
		}
		i++;
	}

	/* should never happen but just to be safe */
	if (maggie_index == -1)
		return false;

	m_DynamicMaggie.erase(m_DynamicMaggie.begin() + maggie_index);
	tag_main(maggie, 1);


	/* free all tagged objects */
	KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
	int numScenes = scenes->size();


	for (int scene_idx=0;scene_idx<numScenes;scene_idx++)
	{
		KX_Scene* scene = scenes->at(scene_idx);
		if (IS_TAGGED(scene->GetBlenderScene())) {
			RemoveScene(scene); // XXX - not tested yet
			scene_idx--;
			numScenes--;
		}
		else {
			
			/* in case the mesh might be refered to later */
			{
				CTR_Map<STR_HashedString,void*> &mapStringToMeshes = scene->GetLogicManager()->GetMeshMap();
				
				for (int i=0; i<mapStringToMeshes.size(); i++)
				{
					RAS_MeshObject *meshobj= (RAS_MeshObject *) *mapStringToMeshes.at(i);
					if (meshobj && IS_TAGGED(meshobj->GetMesh()))
					{	
						STR_HashedString mn = meshobj->GetName();
						mapStringToMeshes.remove(mn);
						m_map_mesh_to_gamemesh.remove(CHashedPtr(meshobj->GetMesh()));
						i--;
					}
				}
			}

			/* Now unregister actions */
			{
				CTR_Map<STR_HashedString,void*> &mapStringToActions = scene->GetLogicManager()->GetActionMap();

				for (int i=0; i<mapStringToActions.size(); i++)
				{
					ID *action= (ID*) *mapStringToActions.at(i);

					if (IS_TAGGED(action))
					{
						STR_HashedString an = action->name+2;
						mapStringToActions.remove(an);
						i--;
					}
				}
			}
			
			//scene->FreeTagged(); /* removed tagged objects and meshes*/
			CListValue *obj_lists[] = {scene->GetObjectList(), scene->GetInactiveList(), NULL};

			for (int ob_ls_idx=0; obj_lists[ob_ls_idx]; ob_ls_idx++)
			{
				CListValue *obs= obj_lists[ob_ls_idx];
				RAS_MeshObject* mesh;

				for (int ob_idx = 0; ob_idx < obs->GetCount(); ob_idx++)
				{
					KX_GameObject* gameobj = (KX_GameObject*)obs->GetValue(ob_idx);
					if (IS_TAGGED(gameobj->GetBlenderObject())) {

						int size_before = obs->GetCount();

						/* Eventually calls RemoveNodeDestructObject
						 * frees m_map_gameobject_to_blender from UnregisterGameObject */
						scene->RemoveObject(gameobj);

						if (size_before != obs->GetCount())
							ob_idx--;
						else {
							printf("ERROR COULD NOT REMOVE \"%s\"\n", gameobj->GetName().ReadPtr());
						}
					}
					else {
						/* free the mesh, we could be referecing a linked one! */
						int mesh_index= gameobj->GetMeshCount();
						while(mesh_index--) {
							mesh= gameobj->GetMesh(mesh_index);
							if (IS_TAGGED(mesh->GetMesh())) {
								gameobj->RemoveMeshes(); /* XXX - slack, should only remove meshes that are library items but mostly objects only have 1 mesh */
								break;
							}
						}

						/* make sure action actuators are not referencing tagged actions */
						for (unsigned int act_idx=0; act_idx<gameobj->GetActuators().size(); act_idx++)
						{
							if (gameobj->GetActuators()[act_idx]->IsType(SCA_IActuator::KX_ACT_ACTION))
							{
								BL_ActionActuator *act = (BL_ActionActuator*)gameobj->GetActuators()[act_idx];
								if (IS_TAGGED(act->GetAction()))
									act->SetAction(NULL);
							}
						}
					}
				}
			}
		}
	}


	int size;

	// delete the entities of this scene
	/* TODO - */
#if 0
	vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator worldit;
	size = m_worldinfos.size();
	for (i=0, worldit=m_worldinfos.begin(); i<size; ) {
		if ((*worldit).second) {
			delete (*worldit).second;
			*worldit = m_worldinfos.back();
			m_worldinfos.pop_back();
			size--;
		} else {
			i++;
			worldit++;
		}
	}
#endif


	/* Worlds don't reference original blender data so we need to make a set from them */
	typedef std::set<KX_WorldInfo*> KX_WorldInfoSet;
	KX_WorldInfoSet worldset;
	for (int scene_idx=0;scene_idx<numScenes;scene_idx++)
	{
		KX_Scene* scene = scenes->at(scene_idx);
		if (scene->GetWorldInfo())
			worldset.insert( scene->GetWorldInfo() );
	}

	vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator worldit;
	size = m_worldinfos.size();
	for (i=0, worldit=m_worldinfos.begin(); i<size; ) {
		if ((*worldit).second && (worldset.count((*worldit).second)) == 0) {
			delete (*worldit).second;
			*worldit = m_worldinfos.back();
			m_worldinfos.pop_back();
			size--;
		} else {
			i++;
			worldit++;
		}
	}
	worldset.clear();
	/* done freeing the worlds */




	vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator polymit;
	size = m_polymaterials.size();



	for (i=0, polymit=m_polymaterials.begin(); i<size; ) {
		RAS_IPolyMaterial *mat= (*polymit).second;
		Material *bmat= NULL;

		/* Why do we need to check for RAS_BLENDERMAT if both are cast to a (PyObject*)? - Campbell */
		if (mat->GetFlag() & RAS_BLENDERMAT) {
			KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(mat);
			bmat= bl_mat->GetBlenderMaterial();

		} else {
			KX_PolygonMaterial *kx_mat = static_cast<KX_PolygonMaterial*>(mat);
			bmat= kx_mat->GetBlenderMaterial();
		}

		if (IS_TAGGED(bmat)) {
			/* only remove from bucket */
			((*polymit).first)->GetBucketManager()->RemoveMaterial(mat);
		}

		i++;
		polymit++;
	}



	for (i=0, polymit=m_polymaterials.begin(); i<size; ) {
		RAS_IPolyMaterial *mat= (*polymit).second;
		Material *bmat= NULL;

		/* Why do we need to check for RAS_BLENDERMAT if both are cast to a (PyObject*)? - Campbell */
		if (mat->GetFlag() & RAS_BLENDERMAT) {
			KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(mat);
			bmat= bl_mat->GetBlenderMaterial();

		} else {
			KX_PolygonMaterial *kx_mat = static_cast<KX_PolygonMaterial*>(mat);
			bmat= kx_mat->GetBlenderMaterial();
		}

		if (bmat) {
			//printf("FOUND MAT '%s' !!! ", ((ID*)bmat)->name+2);
		}
		else {
			//printf("LOST MAT  !!!");
		}

		if (IS_TAGGED(bmat)) {

			delete (*polymit).second;
			*polymit = m_polymaterials.back();
			m_polymaterials.pop_back();
			size--;
			//printf("tagged !\n");
		} else {
			i++;
			polymit++;
			//printf("(un)tagged !\n");
		}
	}

	vector<pair<KX_Scene*,BL_Material*> >::iterator matit;
	size = m_materials.size();
	for (i=0, matit=m_materials.begin(); i<size; ) {
		BL_Material *mat= (*matit).second;
		if (IS_TAGGED(mat->material)) {
			delete (*matit).second;
			*matit = m_materials.back();
			m_materials.pop_back();
			size--;
		} else {
			i++;
			matit++;
		}
	}

	vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator meshit;
	size = m_meshobjects.size();
	for (i=0, meshit=m_meshobjects.begin(); i<size; ) {
		RAS_MeshObject *me= (*meshit).second;
		if (IS_TAGGED(me->GetMesh())) {
			delete (*meshit).second;
			*meshit = m_meshobjects.back();
			m_meshobjects.pop_back();
			size--;
		} else {
			i++;
			meshit++;
		}
	}

	free_main(maggie);

	return true;
}
/* Note m_map_*** are all ok and don't need to be freed
 * most are temp and NewRemoveObject frees m_map_gameobject_to_blender */
bool KX_BlenderSceneConverter::FreeBlendFile(Main *maggie)
{
	int maggie_index = -1;
	int i = 0;

	if (maggie == NULL)
		return false;

	// If the given library is currently in loading, we do nothing.
	if (m_status_map.count(maggie->name)) {
		BLI_mutex_lock(&m_threadinfo->m_mutex);
		const bool finished = m_status_map[maggie->name]->IsFinished();
		BLI_mutex_unlock(&m_threadinfo->m_mutex);

		if (!finished) {
			printf("Library (%s) is currently being loaded asynchronously, and cannot be freed until this process is done\n", maggie->name);
			return false;
		}
	}

	/* tag all false except the one we remove */
	for (vector<Main *>::iterator it = m_DynamicMaggie.begin(); !(it == m_DynamicMaggie.end()); it++) {
		Main *main = *it;
		if (main != maggie) {
			BKE_main_id_tag_all(main, LIB_TAG_DOIT, false);
		}
		else {
			maggie_index = i;
		}
		i++;
	}

	/* should never happen but just to be safe */
	if (maggie_index == -1)
		return false;

	m_DynamicMaggie.erase(m_DynamicMaggie.begin() + maggie_index);
	BKE_main_id_tag_all(maggie, LIB_TAG_DOIT, true);

	/* free all tagged objects */
	KX_SceneList *scenes = m_ketsjiEngine->CurrentScenes();
	int numScenes = scenes->size();

	for (int scene_idx = 0; scene_idx < numScenes; scene_idx++) {
		KX_Scene *scene = scenes->at(scene_idx);
		if (IS_TAGGED(scene->GetBlenderScene())) {
			m_ketsjiEngine->RemoveScene(scene->GetName());
			m_mat_cache.erase(scene);
			m_polymat_cache.erase(scene);
			scene_idx--;
			numScenes--;
		}
		else {
			/* in case the mesh might be refered to later */
			{
				CTR_Map<STR_HashedString, void *> &mapStringToMeshes = scene->GetLogicManager()->GetMeshMap();
				
				for (int i = 0; i < mapStringToMeshes.size(); i++) {
					RAS_MeshObject *meshobj = (RAS_MeshObject *) *mapStringToMeshes.at(i);
					if (meshobj && IS_TAGGED(meshobj->GetMesh())) {
						STR_HashedString mn = meshobj->GetName();
						mapStringToMeshes.remove(mn);
						m_map_mesh_to_gamemesh.remove(CHashedPtr(meshobj->GetMesh()));
						i--;
					}
				}
			}

			/* Now unregister actions */
			{
				CTR_Map<STR_HashedString, void *> &mapStringToActions = scene->GetLogicManager()->GetActionMap();

				for (int i = 0; i < mapStringToActions.size(); i++) {
					ID *action = (ID*) *mapStringToActions.at(i);

					if (IS_TAGGED(action)) {
						STR_HashedString an = action->name + 2;
						mapStringToActions.remove(an);
						m_map_blender_to_gameAdtList.remove(CHashedPtr(action));
						i--;
					}
				}
			}
			
			//scene->FreeTagged(); /* removed tagged objects and meshes*/
			CListValue *obj_lists[] = {scene->GetObjectList(), scene->GetInactiveList(), NULL};

			for (int ob_ls_idx = 0; obj_lists[ob_ls_idx]; ob_ls_idx++) {
				CListValue *obs = obj_lists[ob_ls_idx];
				RAS_MeshObject *mesh;

				for (int ob_idx = 0; ob_idx < obs->GetCount(); ob_idx++) {
					KX_GameObject *gameobj = (KX_GameObject*)obs->GetValue(ob_idx);
					if (IS_TAGGED(gameobj->GetBlenderObject())) {
						int size_before = obs->GetCount();

						/* Eventually calls RemoveNodeDestructObject
						 * frees m_map_gameobject_to_blender from UnregisterGameObject */
						scene->RemoveObject(gameobj);

						if (size_before != obs->GetCount())
							ob_idx--;
						else {
							printf("ERROR COULD NOT REMOVE \"%s\"\n", gameobj->GetName().ReadPtr());
						}
					}
					else {
						gameobj->RemoveTaggedActions();
						/* free the mesh, we could be referecing a linked one! */
						int mesh_index = gameobj->GetMeshCount();
						while (mesh_index--) {
							mesh = gameobj->GetMesh(mesh_index);
							if (IS_TAGGED(mesh->GetMesh())) {
								gameobj->RemoveMeshes(); /* XXX - slack, should only remove meshes that are library items but mostly objects only have 1 mesh */
								break;
							}
							else {
								/* also free the mesh if it's using a tagged material */
								int mat_index = mesh->NumMaterials();
								while (mat_index--) {
									if (IS_TAGGED(mesh->GetMeshMaterial(mat_index)->m_bucket->GetPolyMaterial()->GetBlenderMaterial())) {
										gameobj->RemoveMeshes(); /* XXX - slack, same as above */
										break;
									}
								}
							}
						}

						/* make sure action actuators are not referencing tagged actions */
						for (unsigned int act_idx = 0; act_idx < gameobj->GetActuators().size(); act_idx++) {
							if (gameobj->GetActuators()[act_idx]->IsType(SCA_IActuator::KX_ACT_ACTION)) {
								BL_ActionActuator *act = (BL_ActionActuator *)gameobj->GetActuators()[act_idx];
								if (IS_TAGGED(act->GetAction()))
									act->SetAction(NULL);
							}
						}
					}
				}
			}
		}
	}

	int size;

	// delete the entities of this scene
	/* TODO - */
#if 0
	vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator worldit;
	size = m_worldinfos.size();
	for (i=0, worldit=m_worldinfos.begin(); i<size; ) {
		if ((*worldit).second) {
			delete (*worldit).second;
			*worldit = m_worldinfos.back();
			m_worldinfos.pop_back();
			size--;
		} else {
			i++;
			worldit++;
		}
	}
#endif


	/* Worlds don't reference original blender data so we need to make a set from them */
	typedef std::set<KX_WorldInfo *> KX_WorldInfoSet;
	KX_WorldInfoSet worldset;
	for (int scene_idx = 0; scene_idx < numScenes; scene_idx++) {
		KX_Scene *scene = scenes->at(scene_idx);
		if (scene->GetWorldInfo())
			worldset.insert(scene->GetWorldInfo());
	}

	vector<pair<KX_Scene *, KX_WorldInfo *> >::iterator worldit;
	size = m_worldinfos.size();
	for (i = 0, worldit = m_worldinfos.begin(); i < size;) {
		if (worldit->second && (worldset.count(worldit->second)) == 0) {
			delete worldit->second;
			*worldit = m_worldinfos.back();
			m_worldinfos.pop_back();
			size--;
		} 
		else {
			i++;
			worldit++;
		}
	}
	worldset.clear();
	/* done freeing the worlds */

	vector<pair<KX_Scene *, RAS_IPolyMaterial *> >::iterator polymit;
	size = m_polymaterials.size();

	for (i = 0, polymit = m_polymaterials.begin(); i < size; ) {
		RAS_IPolyMaterial *mat = polymit->second;
		Material *bmat = NULL;

		KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial *>(mat);
		bmat = bl_mat->GetBlenderMaterial();

		if (IS_TAGGED(bmat)) {
			/* only remove from bucket */
			polymit->first->GetBucketManager()->RemoveMaterial(mat);
		}

		i++;
		polymit++;
	}

	for (i = 0, polymit = m_polymaterials.begin(); i < size; ) {
		RAS_IPolyMaterial *mat = polymit->second;
		Material *bmat = NULL;

		KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(mat);
		bmat = bl_mat->GetBlenderMaterial();

		if (IS_TAGGED(bmat)) {
			// Remove the poly material coresponding to this Blender Material.
			m_polymat_cache[polymit->first].erase(bmat);
			delete polymit->second;
			*polymit = m_polymaterials.back();
			m_polymaterials.pop_back();
			size--;
		} else {
			i++;
			polymit++;
		}
	}

	vector<pair<KX_Scene *, BL_Material *> >::iterator matit;
	size = m_materials.size();
	for (i = 0, matit = m_materials.begin(); i < size; ) {
		BL_Material *mat = matit->second;
		if (IS_TAGGED(mat->material)) {
			// Remove the bl material coresponding to this Blender Material.
			m_mat_cache[matit->first].erase(mat->material);
			delete matit->second;
			*matit = m_materials.back();
			m_materials.pop_back();
			size--;
		} 
		else {
			i++;
			matit++;
		}
	}

	vector<pair<KX_Scene *, RAS_MeshObject *> >::iterator meshit;
	RAS_BucketManager::BucketList::iterator bit;
	list<RAS_MeshSlot>::iterator msit;
	RAS_BucketManager::BucketList buckets;

	size = m_meshobjects.size();
	for (i = 0, meshit = m_meshobjects.begin(); i < size;) {
		RAS_MeshObject *me = meshit->second;
		if (IS_TAGGED(me->GetMesh())) {
			// Before deleting the mesh object, make sure the rasterizer is
			// no longer referencing it.
			buckets = meshit->first->GetBucketManager()->GetSolidBuckets();
			for (bit = buckets.begin(); bit != buckets.end(); bit++) {
				msit = (*bit)->msBegin();

				while (msit != (*bit)->msEnd()) {
					if (msit->m_mesh == meshit->second)
						(*bit)->RemoveMesh(&(*msit++));
					else
						msit++;
				}
			}

			// And now the alpha buckets
			buckets = meshit->first->GetBucketManager()->GetAlphaBuckets();
			for (bit = buckets.begin(); bit != buckets.end(); bit++) {
				msit = (*bit)->msBegin();

				while (msit != (*bit)->msEnd()) {
					if (msit->m_mesh == meshit->second)
						(*bit)->RemoveMesh(&(*msit++));
					else
						msit++;
				}
			}

			// Now it should be safe to delete
			delete meshit->second;
			*meshit = m_meshobjects.back();
			m_meshobjects.pop_back();
			size--;
		} 
		else {
			i++;
			meshit++;
		}
	}

#ifdef WITH_PYTHON
	/* make sure this maggie is removed from the import list if it's there
	 * (this operation is safe if it isn't in the list) */
	removeImportMain(maggie);
#endif

	delete m_status_map[maggie->name];
	m_status_map.erase(maggie->name);

	BKE_main_free(maggie);

	return true;
}