Try to use the Newell algorithm as default
[vrm.git] / vrm.py
diff --git a/vrm.py b/vrm.py
index b121765..84e4588 100755 (executable)
--- a/vrm.py
+++ b/vrm.py
@@ -44,8 +44,6 @@ __bpydoc__ = """\
 # Things TODO for a next release:
 #   - FIX the issue with negative scales in object tranformations!
 #   - Use a better depth sorting algorithm
 # Things TODO for a next release:
 #   - FIX the issue with negative scales in object tranformations!
 #   - Use a better depth sorting algorithm
-#   - Implement clipping of primitives and do handle object intersections.
-#     (for now only clipping away whole objects is supported).
 #   - Review how selections are made (this script uses selection states of
 #     primitives to represent visibility infos)
 #   - Use a data structure other than Mesh to represent the 2D image? 
 #   - Review how selections are made (this script uses selection states of
 #     primitives to represent visibility infos)
 #   - Use a data structure other than Mesh to represent the 2D image? 
@@ -75,9 +73,18 @@ __bpydoc__ = """\
 #     * The SVG output is now SVG 1.0 valid.
 #       Checked with: http://jiggles.w3.org/svgvalidator/ValidatorURI.html
 #     * Progress indicator during HSR.
 #     * The SVG output is now SVG 1.0 valid.
 #       Checked with: http://jiggles.w3.org/svgvalidator/ValidatorURI.html
 #     * Progress indicator during HSR.
-#     * Initial SWF output support
+#     * Initial SWF output support (using ming)
 #     * Fixed a bug in the animation code, now the projection matrix is
 #       recalculated at each frame!
 #     * Fixed a bug in the animation code, now the projection matrix is
 #       recalculated at each frame!
+#     * PDF output (using reportlab)
+#     * Fixed another problem in the animation code the current frame was off
+#       by one in the case of camera movement.
+#     * Use fps as specified in blender when VectorWriter handles animation
+#     * Remove the real file opening in the abstract VectorWriter
+#     * View frustum clipping
+#     * Scene clipping done using bounding box instead of object center
+#     * Fix camera type selection for blender>2.43 (Thanks to Thomas Lachmann)
+#     * Compatibility with python 2.3
 #
 # ---------------------------------------------------------------------
 
 #
 # ---------------------------------------------------------------------
 
@@ -87,6 +94,13 @@ from Blender.Mathutils import *
 from math import *
 import sys, time
 
 from math import *
 import sys, time
 
+def uniq(alist):
+    tmpdict = dict()
+    return [tmpdict.setdefault(e,e) for e in alist if e not in tmpdict]
+    # in python > 2.4 we ca use the following
+    #return [ u for u in alist if u not in locals()['_[1]'] ]
+
+
 # Constants
 EPS = 10e-5
 
 # Constants
 EPS = 10e-5
 
@@ -99,9 +113,8 @@ progress = None
 class config:
     polygons = dict()
     polygons['SHOW'] = True
 class config:
     polygons = dict()
     polygons['SHOW'] = True
-    polygons['SHADING'] = 'FLAT'
-    #polygons['HSR'] = 'PAINTER' # 'PAINTER' or 'NEWELL'
-    polygons['HSR'] = 'NEWELL'
+    polygons['SHADING'] = 'FLAT' # FLAT or TOON
+    polygons['HSR'] = 'NEWELL' # PAINTER or NEWELL
     # Hidden to the user for now
     polygons['EXPANSION_TRICK'] = True
 
     # Hidden to the user for now
     polygons['EXPANSION_TRICK'] = True
 
@@ -110,7 +123,7 @@ class config:
     edges = dict()
     edges['SHOW'] = False
     edges['SHOW_HIDDEN'] = False
     edges = dict()
     edges['SHOW'] = False
     edges['SHOW_HIDDEN'] = False
-    edges['STYLE'] = 'MESH' # or SILHOUETTE
+    edges['STYLE'] = 'MESH' # MESH or SILHOUETTE
     edges['WIDTH'] = 2
     edges['COLOR'] = [0, 0, 0]
 
     edges['WIDTH'] = 2
     edges['COLOR'] = [0, 0, 0]
 
@@ -119,9 +132,6 @@ class config:
     output['ANIMATION'] = False
     output['JOIN_OBJECTS'] = True
 
     output['ANIMATION'] = False
     output['JOIN_OBJECTS'] = True
 
-    #output['FORMAT'] = 'SWF'
-    #output['ANIMATION'] = True
-
 
 # Utility functions
 print_debug = False
 
 # Utility functions
 print_debug = False
@@ -320,6 +330,34 @@ class HSR:
 
     isVertInside = staticmethod(isVertInside)
 
 
     isVertInside = staticmethod(isVertInside)
 
+
+    def det(a, b, c):
+        return ((b[0] - a[0]) * (c[1] - a[1]) -
+                (b[1] - a[1]) * (c[0] - a[0]) )
+    
+    det = staticmethod(det)
+
+    def pointInPolygon(q, P):
+        is_in = False
+
+        point_at_infinity = NMesh.Vert(-INF, q.co[1], -INF)
+
+        det = HSR.det
+
+        for i in range(len(P.v)):
+            p0 = P.v[i-1]
+            p1 = P.v[i]
+            if (det(q.co, point_at_infinity.co, p0.co)<0) != (det(q.co, point_at_infinity.co, p1.co)<0):
+                if det(p0.co, p1.co, q.co) == 0 :
+                    #print "On Boundary"
+                    return False
+                elif (det(p0.co, p1.co, q.co)<0) != (det(p0.co, p1.co, point_at_infinity.co)<0):
+                    is_in = not is_in
+
+        return is_in
+
+    pointInPolygon = staticmethod(pointInPolygon)
+
     def projectionsOverlap(f1, f2):
         """ If you have nonconvex, but still simple polygons, an acceptable method
         is to iterate over all vertices and perform the Point-in-polygon test[1].
     def projectionsOverlap(f1, f2):
         """ If you have nonconvex, but still simple polygons, an acceptable method
         is to iterate over all vertices and perform the Point-in-polygon test[1].
@@ -336,7 +374,8 @@ class HSR:
 
             # If a point of f1 in inside f2, there is an overlap!
             v1 = f1.v[i]
 
             # If a point of f1 in inside f2, there is an overlap!
             v1 = f1.v[i]
-            if HSR.isVertInside(f2, v1):
+            #if HSR.isVertInside(f2, v1):
+            if HSR.pointInPolygon(v1, f2):
                 return True
 
             # If not the polygon can be ovelap as well, so we check for
                 return True
 
             # If not the polygon can be ovelap as well, so we check for
@@ -562,7 +601,7 @@ class HSR:
 
     makeFaces = staticmethod(makeFaces)
 
 
     makeFaces = staticmethod(makeFaces)
 
-    def splitOn(Q, P):
+    def splitOn(Q, P, return_positive_faces=True, return_negative_faces=True):
         """Split P using the plane of Q.
         Logic taken from the knife.py python script
         """
         """Split P using the plane of Q.
         Logic taken from the knife.py python script
         """
@@ -653,23 +692,31 @@ class HSR:
                             negVertList.append(V1)
 
         
                             negVertList.append(V1)
 
         
-        # uniq
-        posVertList = [ u for u in posVertList if u not in locals()['_[1]'] ]
-        negVertList = [ u for u in negVertList if u not in locals()['_[1]'] ]
+        # uniq for python > 2.4
+        #posVertList = [ u for u in posVertList if u not in locals()['_[1]'] ]
+        #negVertList = [ u for u in negVertList if u not in locals()['_[1]'] ]
+
+        # a more portable way
+        posVertList = uniq(posVertList)
+        negVertList = uniq(negVertList)
 
 
         # If vertex are all on the same half-space, return
         #if len(posVertList) < 3:
 
 
         # If vertex are all on the same half-space, return
         #if len(posVertList) < 3:
-        #    print "Problem, we created a face with less that 3 verteices??"
+        #    print "Problem, we created a face with less that 3 vertices??"
         #    posVertList = []
         #if len(negVertList) < 3:
         #    posVertList = []
         #if len(negVertList) < 3:
-        #    print "Problem, we created a face with less that 3 verteices??"
+        #    print "Problem, we created a face with less that 3 vertices??"
         #    negVertList = []
 
         if len(posVertList) < 3 or len(negVertList) < 3:
         #    negVertList = []
 
         if len(posVertList) < 3 or len(negVertList) < 3:
-            print "RETURN NONE, SURE???"
+            #print "RETURN NONE, SURE???"
             return None
 
             return None
 
+        if not return_positive_faces:
+            posVertList = []
+        if not return_negative_faces:
+            negVertList = []
 
         newfaces = HSR.addNewFaces(posVertList, negVertList)
 
 
         newfaces = HSR.addNewFaces(posVertList, negVertList)
 
@@ -853,13 +900,22 @@ class Projector:
 
         fovy = atan(0.5/aspect/(camera.lens/32))
         fovy = fovy * 360.0/pi
 
         fovy = atan(0.5/aspect/(camera.lens/32))
         fovy = fovy * 360.0/pi
-        
+
+
+        if Blender.Get('version') < 243:
+            camPersp = 0
+            camOrtho = 1
+        else:
+            camPersp = 'persp'
+            camOrtho = 'ortho'
+            
         # What projection do we want?
         # What projection do we want?
-        if camera.type == 0:
+        if camera.type == camPersp:
             mP = self._calcPerspectiveMatrix(fovy, aspect, near, far) 
             mP = self._calcPerspectiveMatrix(fovy, aspect, near, far) 
-        elif camera.type == 1:
-            mP = self._calcOrthoMatrix(fovy, aspect, near, far, scale) 
+        elif camera.type == camOrtho:
+            mP = self._calcOrthoMatrix(fovy, aspect, near, far, scale)
         
         
+
         # View transformation
         cam = Matrix(cameraObj.getInverseMatrix())
         cam.transpose() 
         # View transformation
         cam = Matrix(cameraObj.getInverseMatrix())
         cam.transpose() 
@@ -1153,11 +1209,12 @@ class VectorWriter:
         """Set the output file name and other properties"""
 
         self.outputFileName = fileName
         """Set the output file name and other properties"""
 
         self.outputFileName = fileName
-        self.file = None
         
         context = Scene.GetCurrent().getRenderingContext()
         self.canvasSize = ( context.imageSizeX(), context.imageSizeY() )
 
         
         context = Scene.GetCurrent().getRenderingContext()
         self.canvasSize = ( context.imageSizeX(), context.imageSizeY() )
 
+        self.fps = context.fps
+
         self.startFrame = 1
         self.endFrame = 1
         self.animation = False
         self.startFrame = 1
         self.endFrame = 1
         self.animation = False
@@ -1173,14 +1230,11 @@ class VectorWriter:
             self.endFrame = endFrame
             self.animation = True
 
             self.endFrame = endFrame
             self.animation = True
 
-        self.file = open(self.outputFileName, "w")
         print "Outputting to: ", self.outputFileName
 
         return
 
     def close(self):
         print "Outputting to: ", self.outputFileName
 
         return
 
     def close(self):
-        if self.file:
-            self.file.close()
         return
 
     def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
         return
 
     def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
@@ -1201,6 +1255,8 @@ class SVGVectorWriter(VectorWriter):
         """
         VectorWriter.__init__(self, fileName)
 
         """
         VectorWriter.__init__(self, fileName)
 
+        self.file = None
+
 
     ##
     # Public Methods
 
     ##
     # Public Methods
@@ -1210,6 +1266,9 @@ class SVGVectorWriter(VectorWriter):
         """Do some initialization operations.
         """
         VectorWriter.open(self, startFrame, endFrame)
         """Do some initialization operations.
         """
         VectorWriter.open(self, startFrame, endFrame)
+
+        self.file = open(self.outputFileName, "w")
+
         self._printHeader()
 
     def close(self):
         self._printHeader()
 
     def close(self):
@@ -1217,7 +1276,10 @@ class SVGVectorWriter(VectorWriter):
         """
         self._printFooter()
 
         """
         self._printFooter()
 
-        # remember to call the close method of the parent
+        if self.file:
+            self.file.close()
+
+        # remember to call the close method of the parent as last
         VectorWriter.close(self)
 
         
         VectorWriter.close(self)
 
         
@@ -1298,15 +1360,17 @@ class SVGVectorWriter(VectorWriter):
                 self.canvasSize)
 
         if self.animation:
                 self.canvasSize)
 
         if self.animation:
+            delay = 1000/self.fps
 
             self.file.write("""\n<script type="text/javascript"><![CDATA[
             globalStartFrame=%d;
             globalEndFrame=%d;
 
 
             self.file.write("""\n<script type="text/javascript"><![CDATA[
             globalStartFrame=%d;
             globalEndFrame=%d;
 
-            /* FIXME: Use 1000 as interval as lower values gives problems */
-            timerID = setInterval("NextFrame()", 1000);
+            timerID = setInterval("NextFrame()", %d);
             globalFrameCounter=%d;
             globalFrameCounter=%d;
+            \n""" % (self.startFrame, self.endFrame, delay, self.startFrame) )
 
 
+            self.file.write("""\n
             function NextFrame()
             {
               currentElement  = document.getElementById('frame'+globalFrameCounter)
             function NextFrame()
             {
               currentElement  = document.getElementById('frame'+globalFrameCounter)
@@ -1332,7 +1396,7 @@ class SVGVectorWriter(VectorWriter):
               }
             }
             \n]]></script>\n
               }
             }
             \n]]></script>\n
-            \n""" % (self.startFrame, self.endFrame, self.startFrame) )
+            \n""")
                 
     def _printFooter(self):
         """Print the SVG footer."""
                 
     def _printFooter(self):
         """Print the SVG footer."""
@@ -1466,10 +1530,10 @@ class SWFVectorWriter(VectorWriter):
         VectorWriter.open(self, startFrame, endFrame)
         self.movie = SWFMovie()
         self.movie.setDimension(self.canvasSize[0], self.canvasSize[1])
         VectorWriter.open(self, startFrame, endFrame)
         self.movie = SWFMovie()
         self.movie.setDimension(self.canvasSize[0], self.canvasSize[1])
-        # set fps
-        self.movie.setRate(25)
-        numframes = endFrame - startFrame + 1
-        self.movie.setFrames(numframes)
+        if self.animation:
+            self.movie.setRate(self.fps)
+            numframes = endFrame - startFrame + 1
+            self.movie.setFrames(numframes)
 
     def close(self):
         """Do some finalization operation.
 
     def close(self):
         """Do some finalization operation.
@@ -1564,32 +1628,17 @@ class SWFVectorWriter(VectorWriter):
             p0 = self._calcCanvasCoord(face.verts[0])
             s.movePenTo(p0[0], p0[1])
 
             p0 = self._calcCanvasCoord(face.verts[0])
             s.movePenTo(p0[0], p0[1])
 
-
             for v in face.verts[1:]:
                 p = self._calcCanvasCoord(v)
                 s.drawLineTo(p[0], p[1])
             
             # Closing the shape
             s.drawLineTo(p0[0], p0[1])
             for v in face.verts[1:]:
                 p = self._calcCanvasCoord(v)
                 s.drawLineTo(p[0], p[1])
             
             # Closing the shape
             s.drawLineTo(p0[0], p0[1])
+
             s.end()
             sprite.add(s)
 
 
             s.end()
             sprite.add(s)
 
 
-            """
-            # use the stroke property to alleviate the "adjacent edges" problem,
-            # we simulate polygon expansion using borders,
-            # see http://www.antigrain.com/svg/index.html for more info
-            stroke_width = 1.0
-
-            # EXPANSION TRICK is not that useful where there is transparency
-            if config.polygons['EXPANSION_TRICK'] and color[3] == 255:
-                # str_col = "#000000" # For debug
-                self.file.write(" stroke:%s;\n" % str_col)
-                self.file.write(" stroke-width:" + str(stroke_width) + ";\n")
-                self.file.write(" stroke-linecap:round;stroke-linejoin:round")
-
-            """
-
     def _printEdges(self, mesh, sprite, showHiddenEdges=False):
         """Print the wireframe using mesh edges.
         """
     def _printEdges(self, mesh, sprite, showHiddenEdges=False):
         """Print the wireframe using mesh edges.
         """
@@ -1601,7 +1650,7 @@ class SWFVectorWriter(VectorWriter):
 
         for e in mesh.edges:
 
 
         for e in mesh.edges:
 
-            #Next, we set the line width and color for our shape.
+            # Next, we set the line width and color for our shape.
             s.setLine(stroke_width, stroke_col[0], stroke_col[1], stroke_col[2],
             255)
             
             s.setLine(stroke_width, stroke_col[0], stroke_col[1], stroke_col[2],
             255)
             
@@ -1617,17 +1666,169 @@ class SWFVectorWriter(VectorWriter):
             p1 = self._calcCanvasCoord(e.v1)
             p2 = self._calcCanvasCoord(e.v2)
 
             p1 = self._calcCanvasCoord(e.v1)
             p2 = self._calcCanvasCoord(e.v2)
 
-            # FIXME: this is just a qorkaround, remove that after the
-            # implementation of propoer Viewport clipping
-            if abs(p1[0]) < 3000 and abs(p2[0]) < 3000 and abs(p1[1]) < 3000 and abs(p1[2]) < 3000:
-                s.movePenTo(p1[0], p1[1])
-                s.drawLineTo(p2[0], p2[1])
-            
+            s.movePenTo(p1[0], p1[1])
+            s.drawLineTo(p2[0], p2[1])
 
         s.end()
         sprite.add(s)
             
 
 
         s.end()
         sprite.add(s)
             
 
+## PDF Writer
+
+try:
+    from reportlab.pdfgen import canvas
+    PDFSupported = True
+except:
+    PDFSupported = False
+
+class PDFVectorWriter(VectorWriter):
+    """A concrete class for writing PDF output.
+    """
+
+    def __init__(self, fileName):
+        """Simply call the parent Contructor.
+        """
+        VectorWriter.__init__(self, fileName)
+
+        self.canvas = None
+
+
+    ##
+    # Public Methods
+    #
+
+    def open(self, startFrame=1, endFrame=1):
+        """Do some initialization operations.
+        """
+        VectorWriter.open(self, startFrame, endFrame)
+        size = (self.canvasSize[0], self.canvasSize[1])
+        self.canvas = canvas.Canvas(self.outputFileName, pagesize=size, bottomup=0)
+
+    def close(self):
+        """Do some finalization operation.
+        """
+        self.canvas.save()
+
+        # remember to call the close method of the parent
+        VectorWriter.close(self)
+
+    def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
+            showHiddenEdges=False):
+        """Convert the scene representation to SVG.
+        """
+        context = scene.getRenderingContext()
+        framenumber = context.currentFrame()
+
+        Objects = scene.getChildren()
+
+        for obj in Objects:
+
+            if(obj.getType() != 'Mesh'):
+                continue
+
+            mesh = obj.getData(mesh=1)
+
+            if doPrintPolygons:
+                self._printPolygons(mesh)
+
+            if doPrintEdges:
+                self._printEdges(mesh, showHiddenEdges)
+            
+        self.canvas.showPage()
+    
+    ##  
+    # Private Methods
+    #
+    
+    def _calcCanvasCoord(self, v):
+        """Convert vertex in scene coordinates to canvas coordinates.
+        """
+
+        pt = Vector([0, 0, 0])
+        
+        mW = float(self.canvasSize[0])/2.0
+        mH = float(self.canvasSize[1])/2.0
+
+        # rescale to canvas size
+        pt[0] = v.co[0]*mW + mW
+        pt[1] = v.co[1]*mH + mH
+        pt[2] = v.co[2]
+         
+        # For now we want (0,0) in the top-left corner of the canvas.
+        # Mirror and translate along y
+        pt[1] *= -1
+        pt[1] += self.canvasSize[1]
+        
+        return pt
+                
+    def _printPolygons(self, mesh): 
+        """Print the selected (visible) polygons.
+        """
+
+        if len(mesh.faces) == 0:
+            return
+
+        for face in mesh.faces:
+            if not face.sel:
+               continue
+
+            if face.col:
+                fcol = face.col[0]
+                color = [fcol.r/255.0, fcol.g/255.0, fcol.b/255.0,
+                        fcol.a/255.0]
+            else:
+                color = [1, 1, 1, 1]
+
+            self.canvas.setFillColorRGB(color[0], color[1], color[2])
+            # For debug
+            self.canvas.setStrokeColorRGB(0, 0, 0)
+
+            path = self.canvas.beginPath()
+
+            # The starting point of the path
+            p0 = self._calcCanvasCoord(face.verts[0])
+            path.moveTo(p0[0], p0[1])
+
+            for v in face.verts[1:]:
+                p = self._calcCanvasCoord(v)
+                path.lineTo(p[0], p[1])
+            
+            # Closing the shape
+            path.close()
+
+            self.canvas.drawPath(path, stroke=0, fill=1)
+
+    def _printEdges(self, mesh, showHiddenEdges=False):
+        """Print the wireframe using mesh edges.
+        """
+
+        stroke_width = config.edges['WIDTH']
+        stroke_col = config.edges['COLOR']
+       
+        self.canvas.setLineCap(1)
+        self.canvas.setLineJoin(1)
+        self.canvas.setLineWidth(stroke_width)
+        self.canvas.setStrokeColorRGB(stroke_col[0]/255.0, stroke_col[1]/255.0,
+            stroke_col[2]/255)
+
+        for e in mesh.edges:
+
+            self.canvas.setLineWidth(stroke_width)
+
+            if e.sel == 0:
+                if showHiddenEdges == False:
+                    continue
+                else:
+                    # PDF does not support dashed lines natively, so -for now-
+                    # draw hidden lines thinner
+                    self.canvas.setLineWidth(stroke_width/2.0)
+
+            p1 = self._calcCanvasCoord(e.v1)
+            p2 = self._calcCanvasCoord(e.v2)
+
+            self.canvas.line(p1[0], p1[1], p2[0], p2[1])
+
+
 
 # ---------------------------------------------------------------------
 #
 
 # ---------------------------------------------------------------------
 #
@@ -1650,6 +1851,8 @@ outputWriters = dict()
 outputWriters['SVG'] = SVGVectorWriter
 if SWFSupported:
     outputWriters['SWF'] = SWFVectorWriter
 outputWriters['SVG'] = SVGVectorWriter
 if SWFSupported:
     outputWriters['SWF'] = SWFVectorWriter
+if PDFSupported:
+    outputWriters['PDF'] = PDFVectorWriter
 
 
 class Renderer:
 
 
 class Renderer:
@@ -1680,7 +1883,7 @@ class Renderer:
                             )
 
         # Render from the currently active camera 
                             )
 
         # Render from the currently active camera 
-        self.cameraObj = self._SCENE.getCurrentCamera()
+        #self.cameraObj = self._SCENE.getCurrentCamera()
 
         # Get the list of lighting sources
         obj_lst = self._SCENE.getChildren()
 
         # Get the list of lighting sources
         obj_lst = self._SCENE.getChildren()
@@ -1723,15 +1926,22 @@ class Renderer:
             outputWriter.open(startFrame, endFrame)
         
         # Do the rendering process frame by frame
             outputWriter.open(startFrame, endFrame)
         
         # Do the rendering process frame by frame
-        print "Start Rendering of %d frames" % (endFrame-startFrame)
+        print "Start Rendering of %d frames" % (endFrame-startFrame+1)
         for f in xrange(startFrame, endFrame+1):
             print "\n\nFrame: %d" % f
         for f in xrange(startFrame, endFrame+1):
             print "\n\nFrame: %d" % f
-            context.currentFrame(f)
+
+            # FIXME To get the correct camera position we have to use +1 here.
+            # Is there a bug somewhere in the Scene module?
+            context.currentFrame(f+1)
+            self.cameraObj = self._SCENE.getCurrentCamera()
 
             # Use some temporary workspace, a full copy of the scene
             inputScene = self._SCENE.copy(2)
 
             # Use some temporary workspace, a full copy of the scene
             inputScene = self._SCENE.copy(2)
-            # And Set our camera accordingly
-            self.cameraObj = inputScene.getCurrentCamera()
+
+            # To get the objects at this frame remove the +1 ...
+            ctx = inputScene.getRenderingContext()
+            ctx.currentFrame(f)
+
 
             # Get a projector for this camera.
             # NOTE: the projector wants object in world coordinates,
 
             # Get a projector for this camera.
             # NOTE: the projector wants object in world coordinates,
@@ -1905,7 +2115,7 @@ class Renderer:
         For now clip away only objects according to their center position.
         """
 
         For now clip away only objects according to their center position.
         """
 
-        cpos = self._getObjPosition(self.cameraObj)
+        cam_pos = self._getObjPosition(self.cameraObj)
         view_vect = self._cameraViewVector()
 
         near = self.cameraObj.data.clipStart
         view_vect = self._cameraViewVector()
 
         near = self.cameraObj.data.clipStart
@@ -1919,7 +2129,8 @@ class Renderer:
         for o in Objects:
             if o.getType() != 'Mesh': continue;
 
         for o in Objects:
             if o.getType() != 'Mesh': continue;
 
-            obj_vect = Vector(cpos) - self._getObjPosition(o)
+            """
+            obj_vect = Vector(cam_pos) - self._getObjPosition(o)
 
             d = obj_vect*view_vect
             theta = AngleBetweenVecs(obj_vect, view_vect)
 
             d = obj_vect*view_vect
             theta = AngleBetweenVecs(obj_vect, view_vect)
@@ -1927,6 +2138,30 @@ class Renderer:
             # if the object is outside the view frustum, clip it away
             if (d < near) or (d > far) or (theta > fovy):
                 scene.unlink(o)
             # if the object is outside the view frustum, clip it away
             if (d < near) or (d > far) or (theta > fovy):
                 scene.unlink(o)
+            """
+
+            # Use the object bounding box
+            # (whose points are already in WorldSpace Coordinate)
+
+            bb = o.getBoundBox()
+            
+            points_outside = 0
+            for p in bb:
+                p_vect = Vector(cam_pos) - Vector(p)
+
+                d = p_vect * view_vect
+                theta = AngleBetweenVecs(p_vect, view_vect)
+
+                # Is this point outside the view frustum?
+                if (d < near) or (d > far) or (theta > fovy):
+                    points_outside += 1
+
+            # If the bb is all outside the view frustum we clip the whole
+            # object away
+            if points_outside == len(bb):
+                scene.unlink(o)
+
+
 
     def _doConvertGeometricObjsToMesh(self, scene):
         """Convert all "geometric" objects to mesh ones.
 
     def _doConvertGeometricObjsToMesh(self, scene):
         """Convert all "geometric" objects to mesh ones.
@@ -1964,18 +2199,25 @@ class Renderer:
 
         c = self._getObjPosition(self.cameraObj)
 
 
         c = self._getObjPosition(self.cameraObj)
 
-        by_center_pos = (lambda o1, o2:
+        by_obj_center_pos = (lambda o1, o2:
                 (o1.getType() == 'Mesh' and o2.getType() == 'Mesh') and
                 cmp((self._getObjPosition(o1) - Vector(c)).length,
                     (self._getObjPosition(o2) - Vector(c)).length)
             )
 
                 (o1.getType() == 'Mesh' and o2.getType() == 'Mesh') and
                 cmp((self._getObjPosition(o1) - Vector(c)).length,
                     (self._getObjPosition(o2) - Vector(c)).length)
             )
 
-        # TODO: implement sorting by bounding box, if obj1.bb is inside obj2.bb,
-        # then ob1 goes farther than obj2, useful when obj2 has holes
-        by_bbox = None
+        # Implement sorting by bounding box, the object with the bb
+        # nearest to the camera should be drawn as last.
+        by_nearest_bbox_point = (lambda o1, o2:
+                (o1.getType() == 'Mesh' and o2.getType() == 'Mesh') and
+                cmp( min( [(Vector(p) - Vector(c)).length for p in o1.getBoundBox()] ),
+                     min( [(Vector(p) - Vector(c)).length for p in o2.getBoundBox()] )
+                )
+            )
+
         
         Objects = scene.getChildren()
         
         Objects = scene.getChildren()
-        Objects.sort(by_center_pos)
+        #Objects.sort(by_obj_center_pos)
+        Objects.sort(by_nearest_bbox_point)
         
         # update the scene
         for o in Objects:
         
         # update the scene
         for o in Objects:
@@ -2210,6 +2452,71 @@ class Renderer:
         """Clip faces against the View Frustum.
         """
 
         """Clip faces against the View Frustum.
         """
 
+        # The Canonical View Volume, 8 vertices, and 6 faces,
+        # We consider its face normals pointing outside
+        
+        v1 = NMesh.Vert(1, 1, -1)
+        v2 = NMesh.Vert(1, -1, -1)
+        v3 = NMesh.Vert(-1, -1, -1)
+        v4 = NMesh.Vert(-1, 1, -1)
+        v5 = NMesh.Vert(1, 1, 1)
+        v6 = NMesh.Vert(1, -1, 1)
+        v7 = NMesh.Vert(-1, -1, 1)
+        v8 = NMesh.Vert(-1, 1, 1)
+
+        cvv = []
+        f1 = NMesh.Face([v1, v4, v3, v2])
+        cvv.append(f1)
+        f2 = NMesh.Face([v5, v6, v7, v8])
+        cvv.append(f2)
+        f3 = NMesh.Face([v1, v2, v6, v5])
+        cvv.append(f3)
+        f4 = NMesh.Face([v2, v3, v7, v6])
+        cvv.append(f4)
+        f5 = NMesh.Face([v3, v4, v8, v7])
+        cvv.append(f5)
+        f6 = NMesh.Face([v4, v1, v5, v8])
+        cvv.append(f6)
+
+        nmesh = NMesh.GetRaw(mesh.name)
+        clippedfaces = nmesh.faces[:]
+        facelist = clippedfaces[:]
+
+        for clipface in cvv:
+
+            clippedfaces = []
+
+            for f in facelist:
+                
+                newfaces = HSR.splitOn(clipface, f, return_positive_faces=False)
+
+                if not newfaces:
+                    # Check if the face is all outside the view frustum
+                    # TODO: Do this test before, it is more efficient
+                    points_outside = 0
+                    for v in f:
+                        if abs(v[0]) > 1-EPS or abs(v[1]) > 1-EPS or abs(v[2]) > 1-EPS:
+                            points_outside += 1
+
+                    if points_outside != len(f):
+                        clippedfaces.append(f)
+                else:
+                    for nf in newfaces:
+                        for v in nf:
+                            nmesh.verts.append(v)
+
+                        nf.mat = f.mat
+                        nf.sel = f.sel
+                        nf.col = [f.col[0]] * len(nf.v)
+
+                        clippedfaces.append(nf)
+            facelist = clippedfaces[:]
+
+
+        nmesh.faces = facelist
+        nmesh.update()
+        
+
     # HSR routines
     def __simpleDepthSort(self, mesh):
         """Sort faces by the furthest vertex.
     # HSR routines
     def __simpleDepthSort(self, mesh):
         """Sort faces by the furthest vertex.
@@ -2517,6 +2824,7 @@ class Renderer:
             if edgestyleSelect(e, mesh):
                 e.sel = 1
         """
             if edgestyleSelect(e, mesh):
                 e.sel = 1
         """
+        #
 
 
 # ---------------------------------------------------------------------
 
 
 # ---------------------------------------------------------------------
@@ -2695,6 +3003,9 @@ class GUI:
         elif evt == GUI.evtOutFormatMenu:
             i = GUI.outFormatMenu.val - 1
             config.output['FORMAT']= outputWriters.keys()[i]
         elif evt == GUI.evtOutFormatMenu:
             i = GUI.outFormatMenu.val - 1
             config.output['FORMAT']= outputWriters.keys()[i]
+            # Set the new output file
+            global outputfile
+            outputfile = Blender.sys.splitext(basename)[0] + "." + str(config.output['FORMAT']).lower()
 
         elif evt == GUI.evtAnimToggle:
             config.output['ANIMATION'] = bool(GUI.animToggle.val)
 
         elif evt == GUI.evtAnimToggle:
             config.output['ANIMATION'] = bool(GUI.animToggle.val)