Ejemplo n.º 1
0
void KX_KetsjiEngine::ClearFrame()
{
	// clear unless we're drawing overlapping stereo
	if(m_rasterizer->InterlacedStereo() &&
		m_rasterizer->GetEye() == RAS_IRasterizer::RAS_STEREO_RIGHTEYE)
		return;

	// clear the viewports with the background color of the first scene
	bool doclear = false;
	KX_SceneList::iterator sceneit;
	RAS_Rect clearvp, area, viewport;

	for (sceneit = m_scenes.begin(); sceneit != m_scenes.end(); sceneit++)
	{
		KX_Scene* scene = *sceneit;
		//const RAS_FrameSettings &framesettings = scene->GetFramingType();
		list<class KX_Camera*>* cameras = scene->GetCameras();

		list<KX_Camera*>::iterator it;
		for(it = cameras->begin(); it != cameras->end(); it++)
		{
			GetSceneViewport(scene, (*it), area, viewport);

			if(!doclear) {
				clearvp = viewport;
				doclear = true;
			}
			else {
				if(viewport.GetLeft() < clearvp.GetLeft())
					clearvp.SetLeft(viewport.GetLeft());
				if(viewport.GetBottom() < clearvp.GetBottom())
					clearvp.SetBottom(viewport.GetBottom());
				if(viewport.GetRight() > clearvp.GetRight())
					clearvp.SetRight(viewport.GetRight());
				if(viewport.GetTop() > clearvp.GetTop())
					clearvp.SetTop(viewport.GetTop());

			}
		}
	}

	if(doclear) {
		KX_Scene* firstscene = *m_scenes.begin();
		SetBackGround(firstscene->GetWorldInfo());

		m_canvas->SetViewPort(clearvp.GetLeft(), clearvp.GetBottom(),
			clearvp.GetRight(), clearvp.GetTop());	
		m_rasterizer->ClearColorBuffer();
	}
}
Ejemplo n.º 2
0
void KX_KetsjiEngine::Render()
{
	if(m_usedome){
		RenderDome();
		return;
	}
	KX_Scene* firstscene = *m_scenes.begin();
	const RAS_FrameSettings &framesettings = firstscene->GetFramingType();

	m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
	SG_SetActiveStage(SG_STAGE_RENDER);

	// hiding mouse cursor each frame
	// (came back when going out of focus and then back in again)
	if (m_hideCursor)
		m_canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);

	// clear the entire game screen with the border color
	// only once per frame
	m_canvas->BeginDraw();
	if (m_drawingmode == RAS_IRasterizer::KX_TEXTURED) {
		m_canvas->SetViewPort(0, 0, m_canvas->GetWidth(), m_canvas->GetHeight());
		if (m_overrideFrameColor)
		{
			// Do not use the framing bar color set in the Blender scenes
			m_canvas->ClearColor(
				m_overrideFrameColorR,
				m_overrideFrameColorG,
				m_overrideFrameColorB,
				1.0
				);
		}
		else
		{
			// Use the framing bar color set in the Blender scenes
			m_canvas->ClearColor(
				framesettings.BarRed(),
				framesettings.BarGreen(),
				framesettings.BarBlue(),
				1.0
				);
		}
		// clear the -whole- viewport
		m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
	}

	m_rasterizer->SetEye(RAS_IRasterizer::RAS_STEREO_LEFTEYE);

	// BeginFrame() sets the actual drawing area. You can use a part of the window
	if (!BeginFrame())
		return;

	KX_SceneList::iterator sceneit;
	for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++)
	// for each scene, call the proceed functions
	{
		KX_Scene* scene = *sceneit;
		KX_Camera* cam = scene->GetActiveCamera();
		// pass the scene's worldsettings to the rasterizer
		SetWorldSettings(scene->GetWorldInfo());

		// this is now done incrementatlly in KX_Scene::CalculateVisibleMeshes
		//scene->UpdateMeshTransformations();

		// shadow buffers
		RenderShadowBuffers(scene);

		// Avoid drawing the scene with the active camera twice when it's viewport is enabled
		if(cam && !cam->GetViewport())
		{
			if (scene->IsClearingZBuffer())
				m_rasterizer->ClearDepthBuffer();
	
			m_rendertools->SetAuxilaryClientInfo(scene);
	
			// do the rendering
			RenderFrame(scene, cam);
		}
		
		list<class KX_Camera*>* cameras = scene->GetCameras();
		
		// Draw the scene once for each camera with an enabled viewport
		list<KX_Camera*>::iterator it = cameras->begin();
		while(it != cameras->end())
		{
			if((*it)->GetViewport())
			{
				if (scene->IsClearingZBuffer())
					m_rasterizer->ClearDepthBuffer();
		
				m_rendertools->SetAuxilaryClientInfo(scene);
		
				// do the rendering
				RenderFrame(scene, (*it));
			}
			
			it++;
		}
	}

	// only one place that checks for stereo
	if(m_rasterizer->Stereo())
	{
		m_rasterizer->SetEye(RAS_IRasterizer::RAS_STEREO_RIGHTEYE);

		if (!BeginFrame())
			return;


		for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++)
		// for each scene, call the proceed functions
		{
			KX_Scene* scene = *sceneit;
			KX_Camera* cam = scene->GetActiveCamera();

			// pass the scene's worldsettings to the rasterizer
			SetWorldSettings(scene->GetWorldInfo());
		
			if (scene->IsClearingZBuffer())
				m_rasterizer->ClearDepthBuffer();

			//pass the scene, for picking and raycasting (shadows)
			m_rendertools->SetAuxilaryClientInfo(scene);

			// do the rendering
			//RenderFrame(scene);
			RenderFrame(scene, cam);

			list<class KX_Camera*>* cameras = scene->GetCameras();			
	
			// Draw the scene once for each camera with an enabled viewport
			list<KX_Camera*>::iterator it = cameras->begin();
			while(it != cameras->end())
			{
				if((*it)->GetViewport())
				{
					if (scene->IsClearingZBuffer())
						m_rasterizer->ClearDepthBuffer();
			
					m_rendertools->SetAuxilaryClientInfo(scene);
			
					// do the rendering
					RenderFrame(scene, (*it));
				}
				
				it++;
			}
		}
	} // if(m_rasterizer->Stereo())

	EndFrame();
}
Ejemplo n.º 3
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;
}
Ejemplo n.º 4
0
void KX_KetsjiEngine::RenderDome()
{
	GLuint	viewport[4]={0};
	glGetIntegerv(GL_VIEWPORT,(GLint *)viewport);
	
	m_dome->SetViewPort(viewport);

	KX_Scene* firstscene = *m_scenes.begin();
	const RAS_FrameSettings &framesettings = firstscene->GetFramingType();

	m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);

	// hiding mouse cursor each frame
	// (came back when going out of focus and then back in again)
	if (m_hideCursor)
		m_canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);

	// clear the entire game screen with the border color
	// only once per frame

	m_canvas->BeginDraw();

	// BeginFrame() sets the actual drawing area. You can use a part of the window
	if (!BeginFrame())
		return;

	KX_SceneList::iterator sceneit;

	int n_renders=m_dome->GetNumberRenders();// usually 4 or 6
	for (int i=0;i<n_renders;i++){
		m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
		for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++)
		// for each scene, call the proceed functions
		{
			KX_Scene* scene = *sceneit;
			KX_Camera* cam = scene->GetActiveCamera();

			m_rendertools->BeginFrame(m_rasterizer);
			// pass the scene's worldsettings to the rasterizer
			SetWorldSettings(scene->GetWorldInfo());

			// shadow buffers
			if (i == 0){
				RenderShadowBuffers(scene);
			}
			// Avoid drawing the scene with the active camera twice when it's viewport is enabled
			if(cam && !cam->GetViewport())
			{
				if (scene->IsClearingZBuffer())
					m_rasterizer->ClearDepthBuffer();
		
				m_rendertools->SetAuxilaryClientInfo(scene);
		
				// do the rendering
				m_dome->RenderDomeFrame(scene,cam, i);
			}
			
			list<class KX_Camera*>* cameras = scene->GetCameras();
			
			// Draw the scene once for each camera with an enabled viewport
			list<KX_Camera*>::iterator it = cameras->begin();
			while(it != cameras->end())
			{
				if((*it)->GetViewport())
				{
					if (scene->IsClearingZBuffer())
						m_rasterizer->ClearDepthBuffer();
			
					m_rendertools->SetAuxilaryClientInfo(scene);
			
					// do the rendering
					m_dome->RenderDomeFrame(scene, (*it),i);
				}
				
				it++;
			}
		}
		m_dome->BindImages(i);
	}	

	m_canvas->EndFrame();//XXX do we really need that?

	m_canvas->SetViewPort(0, 0, m_canvas->GetWidth(), m_canvas->GetHeight());

	if (m_overrideFrameColor) //XXX why do we want
	{
		// Do not use the framing bar color set in the Blender scenes
		m_canvas->ClearColor(
			m_overrideFrameColorR,
			m_overrideFrameColorG,
			m_overrideFrameColorB,
			1.0
			);
	}
	else
	{
		// Use the framing bar color set in the Blender scenes
		m_canvas->ClearColor(
			framesettings.BarRed(),
			framesettings.BarGreen(),
			framesettings.BarBlue(),
			1.0
			);
	}

	m_dome->Draw();

	// run the 2dfilters and motion blur once for all the scenes
	PostRenderFrame();
	EndFrame();
}
Ejemplo n.º 5
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(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;
}