コード例 #1
0
/* this function is used to pre-filter the object before casting the ray on them.
 * This is useful for "X-Ray" option when we want to see "through" unwanted object.
 */
bool KX_MouseFocusSensor::NeedRayCast(KX_ClientObjectInfo* client)
{
	KX_GameObject *hitKXObj = client->m_gameobject;

	if (client->m_type > KX_ClientObjectInfo::ACTOR)
	{
		// Unknown type of object, skip it.
		// Should not occur as the sensor objects are filtered in RayTest()
		printf("Invalid client type %d found ray casting\n", client->m_type);
		return false;
	}
	if (m_bXRay && m_propertyname.Length() != 0)
	{
		if (m_bFindMaterial)
		{
			bool found = false;
			for (unsigned int i = 0; i < hitKXObj->GetMeshCount(); ++i) {
				RAS_MeshObject *meshObj = hitKXObj->GetMesh(i);
				for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
					found = strcmp(m_propertyname.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0;
					if (found)
						break;
				}
			}
			if (!found)
				return false;
		}
		else
		{
			if (hitKXObj->GetProperty(m_propertyname) == NULL)
				return false;
		}
	}
	return true;
}
コード例 #2
0
bool	KX_TouchSensor::NewHandleCollision(void*object1,void*object2,const PHY_CollData* colldata)
{
//	KX_TouchEventManager* toucheventmgr = (KX_TouchEventManager*)m_eventmgr;
	KX_GameObject* parent = (KX_GameObject*)GetParent();

	// need the mapping from PHY_IPhysicsController to gameobjects now

	KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo*> (object1 == m_physCtrl?
					((PHY_IPhysicsController*)object2)->GetNewClientInfo():
					((PHY_IPhysicsController*)object1)->GetNewClientInfo());

	KX_GameObject* gameobj = ( client_info ?
			client_info->m_gameobject :
			NULL);

	// add the same check as in SCA_ISensor::Activate(),
	// we don't want to record collision when the sensor is not active.
	if (m_links && !m_suspended &&
		gameobj && (gameobj != parent) && client_info->isActor())
	{

		bool found = m_touchedpropname.IsEmpty();
		bool hitMaterial = false;
		if (!found)
		{
			if (m_bFindMaterial) {
				for (unsigned int i = 0; i < gameobj->GetMeshCount(); ++i) {
					RAS_MeshObject *meshObj = gameobj->GetMesh(i);
					for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
						found = strcmp(m_touchedpropname.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0;
						if (found) {
							hitMaterial = true;
							break;
						}
					}
				}
			}
			else {
				found = (gameobj->GetProperty(m_touchedpropname) != NULL);
			}
		}
		if (found)
		{
			if (!m_colliders->SearchValue(gameobj)) {
				m_colliders->Add(gameobj->AddRef());

				if (m_bTouchPulse)
					m_bColliderHash += (uint_ptr)(static_cast<void *>(&gameobj));
			}
			m_bTriggered = true;
			m_hitObject = gameobj;
			m_hitMaterial = hitMaterial;
			//printf("KX_TouchSensor::HandleCollision\n");
		}

	}
	return false; // was DT_CONTINUE but this was defined in sumo as false.
}
コード例 #3
0
bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo *client_info, KX_RayCast *result, void * const data)
{
	KX_GameObject* hitKXObj = client_info->m_gameobject;
	
	/* Is this me? In the ray test, there are a lot of extra checks
	 * for aliasing artifacts from self-hits. That doesn't happen
	 * here, so a simple test suffices. Or does the camera also get
	 * self-hits? (No, and the raysensor shouldn't do it either, since
	 * self-hits are excluded by setting the correct ignore-object.)
	 * Hitspots now become valid. */
	KX_GameObject* thisObj = (KX_GameObject*) GetParent();

	bool bFound = false;

	if ((m_focusmode == 2) || hitKXObj == thisObj)
	{
		if (m_propertyname.Length() == 0)
		{
			bFound = true;
		}
		else
		{
			if (m_bFindMaterial) {
				for (unsigned int i = 0; i < hitKXObj->GetMeshCount(); ++i) {
					RAS_MeshObject *meshObj = hitKXObj->GetMesh(i);
					for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
						bFound = strcmp(m_propertyname.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0;
						if (bFound)
							break;
					}
				}
			}
			else {
				bFound = hitKXObj->GetProperty(m_propertyname) != NULL;
			}
		}

		if (bFound)
		{
			m_hitObject = hitKXObj;
			m_hitPosition = result->m_hitPoint;
			m_hitNormal = result->m_hitNormal;
			m_hitUV = result->m_hitUV;
			return true;
		}		
	}
	
	return true;     // object must be visible to trigger
	//return false;  // occluded objects can trigger
}
コード例 #4
0
// get pointer to material
RAS_IPolyMaterial * getMaterial (PyObject *obj, short matID)
{
	// if object is available
	if (obj != NULL)
	{
		// get pointer to texture image
		KX_GameObject * gameObj = gameObjectType.checkType(obj);
		if (gameObj != NULL && gameObj->GetMeshCount() > 0)
		{
			// get material from mesh
			RAS_MeshObject * mesh = gameObj->GetMesh(0);
			RAS_MeshMaterial *meshMat = mesh->GetMeshMaterial(matID);
			if (meshMat != NULL && meshMat->m_bucket != NULL)
				// return pointer to polygon or blender material
				return meshMat->m_bucket->GetPolyMaterial();
		}
	}
	// otherwise material was not found
	return NULL;
}
コード例 #5
0
ファイル: KX_CollisionSensor.cpp プロジェクト: UPBGE/blender
// this function is called only for sensor objects
// return true if the controller can collide with the object
bool KX_CollisionSensor::BroadPhaseSensorFilterCollision(void *obj1, void *obj2)
{
	BLI_assert(obj1 == m_physCtrl && obj2);

	KX_GameObject *myobj = (KX_GameObject *)GetParent();
	KX_GameObject *myparent = myobj->GetParent();
	KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo *>(((PHY_IPhysicsController *)obj2)->GetNewClientInfo());
	KX_ClientObjectInfo *my_client_info = static_cast<KX_ClientObjectInfo *>(m_physCtrl->GetNewClientInfo());
	KX_GameObject *otherobj = (client_info ? client_info->m_gameobject : NULL);

	// we can only check on persistent characteristic: m_link and m_suspended are not
	// good candidate because they are transient. That must be handled at another level
	if (!otherobj ||
	    otherobj == myparent ||     // don't interact with our parent
	    (my_client_info->m_type == KX_ClientObjectInfo::OBACTORSENSOR &&
	     client_info->m_type != KX_ClientObjectInfo::ACTOR))    // only with actor objects
	{
		return false;
	}

	bool found = m_touchedpropname.empty();
	if (!found) {
		if (m_bFindMaterial) {
			for (unsigned int i = 0; i < otherobj->GetMeshCount(); ++i) {
				RAS_MeshObject *meshObj = otherobj->GetMesh(i);
				for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
					found = (m_touchedpropname == std::string(meshObj->GetMaterialName(j), 2));
					if (found) {
						break;
					}
				}
			}
		}
		else {
			found = (otherobj->GetProperty(m_touchedpropname) != NULL);
		}
	}
	return found;
}
コード例 #6
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;
}
コード例 #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(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;
}