Misc fixes and improvements
[vrm.git] / vrm.py
diff --git a/vrm.py b/vrm.py
index 312d8af..f7382a7 100755 (executable)
--- a/vrm.py
+++ b/vrm.py
@@ -1,13 +1,13 @@
 #!BPY
 """
 Name: 'VRM'
 #!BPY
 """
 Name: 'VRM'
-Blender: 241
-Group: 'Export'
-Tooltip: 'Vector Rendering Method Export Script'
+Blender: 242
+Group: 'Render'
+Tooltip: 'Vector Rendering Method script'
 """
 
 __author__ = "Antonio Ospite"
 """
 
 __author__ = "Antonio Ospite"
-__url__ = ["blender"]
+__url__ = ["http://projects.blender.org/projects/vrm"]
 __version__ = "0.3"
 
 __bpydoc__ = """\
 __version__ = "0.3"
 
 __bpydoc__ = """\
@@ -42,20 +42,24 @@ __bpydoc__ = """\
 # ---------------------------------------------------------------------
 # 
 # Things TODO for a next release:
 # ---------------------------------------------------------------------
 # 
 # Things TODO for a next release:
-#   - Switch to the Mesh structure, should be considerably faster
-#    (partially done, but cannot sort faces, yet)
+#   - Use multiple lighting sources in color calculation,
+#     (this is part of the "shading refactor") and use light color!
+#   - FIX the issue with negative scales in object tranformations!
 #   - Use a better depth sorting algorithm
 #   - 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)
 #   - Review how selections are made (this script uses selection states of
 #     primitives to represent visibility infos)
-#   - Implement clipping of primitives and do handle object intersections.
-#     (for now only clipping for whole objects is supported).
-#   - Implement Edge Styles (silhouettes, contours, etc.)
-#   - Implement Edge coloring
-#   - Use multiple lighting sources in color calculation
-#   - Implement Shading Styles?
-#   - Use another representation for the 2D projection? 
-#     Think to a way to merge adjacent polygons that have the same color.
-#   - Add other Vector Writers.
+#   - Use a data structure other than Mesh to represent the 2D image? 
+#     Think to a way to merge (adjacent) polygons that have the same color.
+#     Or a way to use paths for silhouettes and contours.
+#   - Consider SMIL for animation handling instead of ECMA Script? (Firefox do
+#     not support SMIL for animations)
+#   - Switch to the Mesh structure, should be considerably faster
+#    (partially done, but with Mesh we cannot sort faces, yet)
+#   - Implement Edge Styles (silhouettes, contours, etc.) (partially done).
+#   - Implement Shading Styles? (for now we use Flat Shading) (partially done).
+#   - Add Vector Writers other than SVG.
 #
 # ---------------------------------------------------------------------
 #
 #
 # ---------------------------------------------------------------------
 #
@@ -75,18 +79,110 @@ from math import *
 
 
 # Some global settings
 
 
 # Some global settings
-PRINT_POLYGONS     = True
-PRINT_EDGES        = False
-SHOW_HIDDEN_EDGES  = False
 
 
-EDGES_WIDTH = 0.5
+class config:
+    polygons = dict()
+    polygons['SHOW'] = True
+    polygons['SHADING'] = 'TOON'
+    # Hidden to the user for now
+    polygons['EXPANSION_TRICK'] = True
 
 
-POLYGON_EXPANSION_TRICK = True
+    edges = dict()
+    edges['SHOW'] = True
+    edges['SHOW_HIDDEN'] = False
+    edges['STYLE'] = 'SILHOUETTE'
+    edges['WIDTH'] = 2
+    edges['COLOR'] = [0, 0, 0]
 
 
-RENDER_ANIMATION = False
+    output = dict()
+    output['FORMAT'] = 'SVG'
+    output['ANIMATION'] = False
+    output['JOIN_OBJECTS'] = True
+
+
+
+# ---------------------------------------------------------------------
+#
+## Utility Mesh class
+#
+# ---------------------------------------------------------------------
+class MeshUtils:
+
+    def getEdgeAdjacentFaces(edge, mesh):
+        """Get the faces adjacent to a given edge.
+
+        There can be 0, 1 or more (usually 2) faces adjacent to an edge.
+        """
+        adjface_list = []
+
+        for f in mesh.faces:
+            if (edge.v1 in f.v) and (edge.v2 in f.v):
+                adjface_list.append(f)
+
+        return adjface_list
+
+    def isMeshEdge(e, mesh):
+        """Mesh edge rule.
+
+        A mesh edge is visible if _any_ of its adjacent faces is selected.
+        Note: if the edge has no adjacent faces we want to show it as well,
+        useful for "edge only" portion of objects.
+        """
+
+        adjacent_faces = MeshUtils.getEdgeAdjacentFaces(e, mesh)
+
+        if len(adjacent_faces) == 0:
+            return True
+
+        selected_faces = [f for f in adjacent_faces if f.sel]
+
+        if len(selected_faces) != 0:
+            return True
+        else:
+            return False
+
+    def isSilhouetteEdge(e, mesh):
+        """Silhuette selection rule.
+
+        An edge is a silhuette edge if it is shared by two faces with
+        different selection status or if it is a boundary edge of a selected
+        face.
+        """
+
+        adjacent_faces = MeshUtils.getEdgeAdjacentFaces(e, mesh)
+
+        if ((len(adjacent_faces) == 1 and adjacent_faces[0].sel == 1) or
+            (len(adjacent_faces) == 2 and
+                adjacent_faces[0].sel != adjacent_faces[1].sel)
+            ):
+            return True
+        else:
+            return False
+    
+    def toonShading(u):
+
+        levels = 2
+        texels = 2*levels - 1
+        map = [0.0] + [(i)/float(texels-1) for i in range(1, texels-1) ] + [1.0]
+        
+        v = 1.0
+        for i in range(0, len(map)-1):
+            pivot = (map[i]+map[i+1])/2.0
+            j = int(u>pivot)
+
+            v = map[i+j]
+
+            if v<map[i+1]:
+                return v
+
+        return v
+
+
+    getEdgeAdjacentFaces = staticmethod(getEdgeAdjacentFaces)
+    isMeshEdge = staticmethod(isMeshEdge)
+    isSilhouetteEdge = staticmethod(isSilhouetteEdge)
+    toonShading = staticmethod(toonShading)
 
 
-# Does not work in batch mode!!
-#OPTIMIZE_FOR_SPACE = True
 
 
 # ---------------------------------------------------------------------
 
 
 # ---------------------------------------------------------------------
@@ -124,11 +220,10 @@ class Projector:
         fovy = fovy * 360.0/pi
         
         # What projection do we want?
         fovy = fovy * 360.0/pi
         
         # What projection do we want?
-        if camera.type:
-            #mP = self._calcOrthoMatrix(fovy, aspect, near, far, 17) #camera.scale) 
-            mP = self._calcOrthoMatrix(fovy, aspect, near, far, scale) 
-        else:
+        if camera.type == 0:
             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) 
         
         # View transformation
         cam = Matrix(cameraObj.getInverseMatrix())
         
         # View transformation
         cam = Matrix(cameraObj.getInverseMatrix())
@@ -152,9 +247,11 @@ class Projector:
         # Note that we have to work on the vertex using homogeneous coordinates
         p = self.projectionMatrix * Vector(v).resize4D()
 
         # Note that we have to work on the vertex using homogeneous coordinates
         p = self.projectionMatrix * Vector(v).resize4D()
 
-        if p[3]>0:
+        # Perspective division
+        if p[3] != 0:
             p[0] = p[0]/p[3]
             p[1] = p[1]/p[3]
             p[0] = p[0]/p[3]
             p[1] = p[1]/p[3]
+            p[2] = p[2]/p[3]
 
         # restore the size
         p[3] = 1.0
 
         # restore the size
         p[3] = 1.0
@@ -162,6 +259,7 @@ class Projector:
 
         return p
 
 
         return p
 
+
     ##
     # Private methods
     #
     ##
     # Private methods
     #
@@ -214,9 +312,10 @@ class Projector:
         return m
 
 
         return m
 
 
+
 # ---------------------------------------------------------------------
 #
 # ---------------------------------------------------------------------
 #
-## 2DObject representation class
+## 2D Object representation class
 #
 # ---------------------------------------------------------------------
 
 #
 # ---------------------------------------------------------------------
 
@@ -337,6 +436,7 @@ class SVGVectorWriter(VectorWriter):
         self.file.write("<g id=\"frame%d\" style=\"%s\">\n" %
                 (framenumber, framestyle) )
 
         self.file.write("<g id=\"frame%d\" style=\"%s\">\n" %
                 (framenumber, framestyle) )
 
+
         for obj in Objects:
 
             if(obj.getType() != 'Mesh'):
         for obj in Objects:
 
             if(obj.getType() != 'Mesh'):
@@ -435,7 +535,7 @@ class SVGVectorWriter(VectorWriter):
 
         self.file.write("\n</svg>\n")
 
 
         self.file.write("\n</svg>\n")
 
-    def _printPolygons(self, mesh):
+    def _printPolygons(self, mesh): 
         """Print the selected (visible) polygons.
         """
 
         """Print the selected (visible) polygons.
         """
 
@@ -446,11 +546,14 @@ class SVGVectorWriter(VectorWriter):
 
         for face in mesh.faces:
             if not face.sel:
 
         for face in mesh.faces:
             if not face.sel:
-                continue
+               continue
+
+            self.file.write("<path d=\"")
 
 
-            self.file.write("<polygon points=\"")
+            p = self._calcCanvasCoord(face.verts[0])
+            self.file.write("M %g,%g L " % (p[0], p[1]))
 
 
-            for v in face:
+            for v in face.verts[1:]:
                 p = self._calcCanvasCoord(v)
                 self.file.write("%g,%g " % (p[0], p[1]))
             
                 p = self._calcCanvasCoord(v)
                 self.file.write("%g,%g " % (p[0], p[1]))
             
@@ -466,18 +569,23 @@ class SVGVectorWriter(VectorWriter):
             else:
                 color = [255, 255, 255, 255]
 
             else:
                 color = [255, 255, 255, 255]
 
+            # Convert the color to the #RRGGBB form
+            str_col = "#%02X%02X%02X" % (color[0], color[1], color[2])
+
             # 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
             # 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_col = color
             stroke_width = 0.5
 
             stroke_width = 0.5
 
-            # Convert the color to the #RRGGBB form
-            str_col = "#%02X%02X%02X" % (color[0], color[1], color[2])
+            # Handle transparent polygons
+            opacity_string = ""
+            if color[3] != 255:
+                opacity = float(color[3])/255.0
+                opacity_string = " fill-opacity: %g; stroke-opacity: %g; opacity: 1;" % (opacity, opacity)
 
             self.file.write("\tstyle=\"fill:" + str_col + ";")
 
             self.file.write("\tstyle=\"fill:" + str_col + ";")
-            if POLYGON_EXPANSION_TRICK:
-                self.file.write(" stroke:" + str_col + ";")
+            self.file.write(opacity_string)
+            if config.polygons['EXPANSION_TRICK']:
                 self.file.write(" stroke-width:" + str(stroke_width) + ";\n")
                 self.file.write(" stroke-linecap:round;stroke-linejoin:round")
             self.file.write("\"/>\n")
                 self.file.write(" stroke-width:" + str(stroke_width) + ";\n")
                 self.file.write(" stroke-linecap:round;stroke-linejoin:round")
             self.file.write("\"/>\n")
@@ -488,8 +596,8 @@ class SVGVectorWriter(VectorWriter):
         """Print the wireframe using mesh edges.
         """
 
         """Print the wireframe using mesh edges.
         """
 
-        stroke_width=EDGES_WIDTH
-        stroke_col = [0, 0, 0]
+        stroke_width = config.edges['WIDTH']
+        stroke_col = config.edges['COLOR']
         
         self.file.write("<g>\n")
 
         
         self.file.write("<g>\n")
 
@@ -497,8 +605,7 @@ class SVGVectorWriter(VectorWriter):
             
             hidden_stroke_style = ""
             
             
             hidden_stroke_style = ""
             
-            # Consider an edge selected if both vertices are selected
-            if e.v1.sel == 0 or e.v2.sel == 0:
+            if e.sel == 0:
                 if showHiddenEdges == False:
                     continue
                 else:
                 if showHiddenEdges == False:
                     continue
                 else:
@@ -525,6 +632,21 @@ class SVGVectorWriter(VectorWriter):
 #
 # ---------------------------------------------------------------------
 
 #
 # ---------------------------------------------------------------------
 
+# A dictionary to collect different shading style methods
+shadingStyles = dict()
+shadingStyles['FLAT'] = None
+shadingStyles['TOON'] = None
+
+# A dictionary to collect different edge style methods
+edgeStyles = dict()
+edgeStyles['MESH'] = MeshUtils.isMeshEdge
+edgeStyles['SILHOUETTE'] = MeshUtils.isSilhouetteEdge
+
+# A dictionary to collect the supported output formats
+outputWriters = dict()
+outputWriters['SVG'] = SVGVectorWriter
+
+
 class Renderer:
     """Render a scene viewed from a given camera.
     
 class Renderer:
     """Render a scene viewed from a given camera.
     
@@ -554,15 +676,23 @@ class Renderer:
 
         # Render from the currently active camera 
         self.cameraObj = self._SCENE.getCurrentCamera()
 
         # Render from the currently active camera 
         self.cameraObj = self._SCENE.getCurrentCamera()
-        print dir(self._SCENE)
+
+        # Get a projector for this camera.
+        # NOTE: the projector wants object in world coordinates,
+        # so we should remember to apply modelview transformations
+        # _before_ we do projection transformations.
+        self.proj = Projector(self.cameraObj, self.canvasRatio)
 
         # Get the list of lighting sources
         obj_lst = self._SCENE.getChildren()
         self.lights = [ o for o in obj_lst if o.getType() == 'Lamp']
 
 
         # Get the list of lighting sources
         obj_lst = self._SCENE.getChildren()
         self.lights = [ o for o in obj_lst if o.getType() == 'Lamp']
 
+        # When there are no lights we use a default lighting source
+        # that have the same position of the camera
         if len(self.lights) == 0:
             l = Lamp.New('Lamp')
             lobj = Object.New('Lamp')
         if len(self.lights) == 0:
             l = Lamp.New('Lamp')
             lobj = Object.New('Lamp')
+            lobj.loc = self.cameraObj.loc
             lobj.link(l) 
             self.lights.append(lobj)
 
             lobj.link(l) 
             self.lights.append(lobj)
 
@@ -581,11 +711,11 @@ class Renderer:
         """
         
         context = self._SCENE.getRenderingContext()
         """
         
         context = self._SCENE.getRenderingContext()
-        currentFrame = context.currentFrame()
+        origCurrentFrame = context.currentFrame()
 
         # Handle the animation case
         if not animation:
 
         # Handle the animation case
         if not animation:
-            startFrame = currentFrame
+            startFrame = origCurrentFrame
             endFrame = startFrame
             outputWriter.open()
         else:
             endFrame = startFrame
             outputWriter.open()
         else:
@@ -598,47 +728,53 @@ class Renderer:
         for f in range(startFrame, endFrame+1):
             context.currentFrame(f)
 
         for f in range(startFrame, endFrame+1):
             context.currentFrame(f)
 
-            renderedScene = self.doRenderScene(self._SCENE)
+            # Use some temporary workspace, a full copy of the scene
+            inputScene = self._SCENE.copy(2)
+            # And Set our camera accordingly
+            self.cameraObj = inputScene.getCurrentCamera()
+
+            try:
+                renderedScene = self.doRenderScene(inputScene)
+            except :
+                print "There was an error! Aborting."
+                import traceback
+                print traceback.print_exc()
+
+                self._SCENE.makeCurrent()
+                Scene.unlink(inputScene)
+                del inputScene
+                return
+
             outputWriter.printCanvas(renderedScene,
             outputWriter.printCanvas(renderedScene,
-                    doPrintPolygons = PRINT_POLYGONS,
-                    doPrintEdges    = PRINT_EDGES,
-                    showHiddenEdges = SHOW_HIDDEN_EDGES)
+                    doPrintPolygons = config.polygons['SHOW'],
+                    doPrintEdges    = config.edges['SHOW'],
+                    showHiddenEdges = config.edges['SHOW_HIDDEN'])
             
             # clear the rendered scene
             self._SCENE.makeCurrent()
             
             # clear the rendered scene
             self._SCENE.makeCurrent()
-            Scene.unlink(renderedScene)
-            del renderedScene
+            #Scene.unlink(renderedScene)
+            #del renderedScene
 
         outputWriter.close()
         print "Done!"
 
         outputWriter.close()
         print "Done!"
-        context.currentFrame(currentFrame)
+        context.currentFrame(origCurrentFrame)
 
 
 
 
-    def doRenderScene(self, inputScene):
+    def doRenderScene(self, workScene):
         """Control the rendering process.
         
         Here we control the entire rendering process invoking the operation
         needed to transform and project the 3D scene in two dimensions.
         """
         
         """Control the rendering process.
         
         Here we control the entire rendering process invoking the operation
         needed to transform and project the 3D scene in two dimensions.
         """
         
-        # Use some temporary workspace, a full copy of the scene
-        workScene = inputScene.copy(2)
-
-        # Get a projector for this scene.
-        # NOTE: the projector wants object in world coordinates,
-        # so we should apply modelview transformations _before_
-        # projection transformations
-        proj = Projector(self.cameraObj, self.canvasRatio)
-
         # global processing of the scene
 
         # global processing of the scene
 
-        self._doConvertGeometricObjToMesh(workScene)
-
         self._doSceneClipping(workScene)
 
         self._doSceneClipping(workScene)
 
-        # FIXME: does not work in batch mode!
-        #if OPTIMIZE_FOR_SPACE:
-        #    self._joinMeshObjectsInScene(workScene)
+        self._doConvertGeometricObjToMesh(workScene)
+
+        if config.output['JOIN_OBJECTS']:
+            self._joinMeshObjectsInScene(workScene)
 
         self._doSceneDepthSorting(workScene)
         
 
         self._doSceneDepthSorting(workScene)
         
@@ -646,28 +782,31 @@ class Renderer:
 
         Objects = workScene.getChildren()
         for obj in Objects:
 
         Objects = workScene.getChildren()
         for obj in Objects:
-            
+
             if obj.getType() != 'Mesh':
                 print "Only Mesh supported! - Skipping type:", obj.getType()
                 continue
 
             print "Rendering: ", obj.getName()
 
             if obj.getType() != 'Mesh':
                 print "Only Mesh supported! - Skipping type:", obj.getType()
                 continue
 
             print "Rendering: ", obj.getName()
 
-            mesh = obj.data
+            mesh = obj.getData(mesh=1)
 
 
-            self._doModelToWorldCoordinates(mesh, obj.matrix)
+            self._doModelingTransformation(mesh, obj.matrix)
 
 
-            self._doObjectDepthSorting(mesh)
-            
             self._doBackFaceCulling(mesh)
             self._doBackFaceCulling(mesh)
-            
-            self._doColorAndLighting(mesh)
 
 
-            # TODO: 'style' can be a function that determine
-            # if an edge should be showed?
-            self._doEdgesStyle(mesh, style=None)
+            self._doPerVertexLighting(mesh)
+
+            # Do "projection" now so we perform further processing
+            # in Normalized View Coordinates
+            self._doProjection(mesh, self.proj)
+
+            self._doViewFrustumClipping(mesh)
+
+            self._doMeshDepthSorting(mesh)
+
+            self._doEdgesStyle(mesh, edgeStyles[config.edges['STYLE']])
 
 
-            self._doProjection(mesh, proj)
             
             # Update the object data, important! :)
             mesh.update()
             
             # Update the object data, important! :)
             mesh.update()
@@ -686,7 +825,7 @@ class Renderer:
         """
         return obj.matrix.translationPart()
 
         """
         return obj.matrix.translationPart()
 
-    def _cameraViewDirection(self):
+    def _cameraViewVector(self):
         """Get the View Direction form the camera matrix.
         """
         return Vector(self.cameraObj.matrix[2]).resize3D()
         """Get the View Direction form the camera matrix.
         """
         return Vector(self.cameraObj.matrix[2]).resize3D()
@@ -721,7 +860,7 @@ class Renderer:
         # View Vector in orthographics projections is the view Direction of
         # the camera
         if self.cameraObj.data.getType() == 1:
         # View Vector in orthographics projections is the view Direction of
         # the camera
         if self.cameraObj.data.getType() == 1:
-            view_vect = self._cameraViewDirection()
+            view_vect = self._cameraViewVector()
 
         # View vector in perspective projections can be considered as
         # the difference between the camera position and one point of
 
         # View vector in perspective projections can be considered as
         # the difference between the camera position and one point of
@@ -730,6 +869,7 @@ class Renderer:
             vv = max( [ ((camPos - Vector(v.co)).length, (camPos - Vector(v.co))) for v in face] )
             view_vect = vv[1]
 
             vv = max( [ ((camPos - Vector(v.co)).length, (camPos - Vector(v.co))) for v in face] )
             view_vect = vv[1]
 
+
         # if d > 0 the face is visible from the camera
         d = view_vect * normal
         
         # if d > 0 the face is visible from the camera
         d = view_vect * normal
         
@@ -741,36 +881,14 @@ class Renderer:
 
     # Scene methods
 
 
     # Scene methods
 
-    def _doConvertGeometricObjToMesh(self, scene):
-        """Convert all "geometric" objects to mesh ones.
-        """
-        geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text']
-
-        Objects = scene.getChildren()
-        objList = [ o for o in Objects if o.getType() in geometricObjTypes ]
-        for obj in objList:
-            old_obj = obj
-            obj = self._convertToRawMeshObj(obj)
-            scene.link(obj)
-            scene.unlink(old_obj)
-
-            # Mesh Cleanup
-            me = obj.getData(mesh=1)
-            for f in me.faces: f.sel = 1;
-            for v in me.verts: v.sel = 1;
-            me.remDoubles(0)
-            me.triangleToQuad()
-            me.recalcNormals()
-            me.update()
-
     def _doSceneClipping(self, scene):
     def _doSceneClipping(self, scene):
-        """Clip objects against the View Frustum.
+        """Clip whole objects against the View Frustum.
 
         For now clip away only objects according to their center position.
         """
 
         cpos = self._getObjPosition(self.cameraObj)
 
         For now clip away only objects according to their center position.
         """
 
         cpos = self._getObjPosition(self.cameraObj)
-        view_vect = self._cameraViewDirection()
+        view_vect = self._cameraViewVector()
 
         near = self.cameraObj.data.clipStart
         far  = self.cameraObj.data.clipEnd
 
         near = self.cameraObj.data.clipStart
         far  = self.cameraObj.data.clipEnd
@@ -792,6 +910,33 @@ class Renderer:
             if (d < near) or (d > far) or (theta > fovy):
                 scene.unlink(o)
 
             if (d < near) or (d > far) or (theta > fovy):
                 scene.unlink(o)
 
+    def _doConvertGeometricObjToMesh(self, scene):
+        """Convert all "geometric" objects to mesh ones.
+        """
+        geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text']
+
+        Objects = scene.getChildren()
+        objList = [ o for o in Objects if o.getType() in geometricObjTypes ]
+        for obj in objList:
+            old_obj = obj
+            obj = self._convertToRawMeshObj(obj)
+            scene.link(obj)
+            scene.unlink(old_obj)
+
+
+            # XXX Workaround for Text and Curve which have some normals
+            # inverted when they are converted to Mesh, REMOVE that when
+            # blender will fix that!!
+            if old_obj.getType() in ['Curve', 'Text']:
+                me = obj.getData(mesh=1)
+                for f in me.faces: f.sel = 1;
+                for v in me.verts: v.sel = 1;
+                me.remDoubles(0)
+                me.triangleToQuad()
+                me.recalcNormals()
+                me.update()
+
+
     def _doSceneDepthSorting(self, scene):
         """Sort objects in the scene.
 
     def _doSceneDepthSorting(self, scene):
         """Sort objects in the scene.
 
@@ -821,13 +966,28 @@ class Renderer:
     def _joinMeshObjectsInScene(self, scene):
         """Merge all the Mesh Objects in a scene into a single Mesh Object.
         """
     def _joinMeshObjectsInScene(self, scene):
         """Merge all the Mesh Objects in a scene into a single Mesh Object.
         """
-        mesh = Mesh.New()
+
+        oList = [o for o in scene.getChildren() if o.getType()=='Mesh']
+
+        # FIXME: Object.join() do not work if the list contains 1 object
+        if len(oList) == 1:
+            return
+
+        mesh = Mesh.New('BigOne')
         bigObj = Object.New('Mesh', 'BigOne')
         bigObj.link(mesh)
 
         bigObj = Object.New('Mesh', 'BigOne')
         bigObj.link(mesh)
 
-        oList = [o for o in scene.getChildren() if o.getType()=='Mesh']
-        bigObj.join(oList)
         scene.link(bigObj)
         scene.link(bigObj)
+
+        try:
+            bigObj.join(oList)
+        except RuntimeError:
+            print "\nCan't Join Objects\n"
+            scene.unlink(bigObj)
+            return
+        except TypeError:
+            print "Objects Type error?"
+        
         for o in oList:
             scene.unlink(o)
 
         for o in oList:
             scene.unlink(o)
 
@@ -854,41 +1014,18 @@ class Renderer:
 
         return newObject
 
 
         return newObject
 
-    def _doModelToWorldCoordinates(self, mesh, matrix):
+    def _doModelingTransformation(self, mesh, matrix):
         """Transform object coordinates to world coordinates.
 
         This step is done simply applying to the object its tranformation
         matrix and recalculating its normals.
         """
         """Transform object coordinates to world coordinates.
 
         This step is done simply applying to the object its tranformation
         matrix and recalculating its normals.
         """
-        mesh.transform(matrix, True)
-
-    def _doObjectDepthSorting(self, mesh):
-        """Sort faces in an object.
-
-        The faces in the object are sorted following the distance of the
-        vertices from the camera position.
-        """
-        c = self._getObjPosition(self.cameraObj)
-
-        # hackish sorting of faces
+        # XXX FIXME: blender do not transform normals in the right way when
+        # there are negative scale values
+        if matrix[0][0] < 0 or matrix[1][1] < 0 or matrix[2][2] < 0:
+            print "WARNING: Negative scales, expect incorrect results!"
 
 
-        # Sort faces according to the max distance from the camera
-        by_max_vert_dist = (lambda f1, f2:
-                cmp(max([(Vector(v.co)-Vector(c)).length for v in f1]),
-                    max([(Vector(v.co)-Vector(c)).length for v in f2])))
-        
-        # Sort faces according to the min distance from the camera
-        by_min_vert_dist = (lambda f1, f2:
-                cmp(min([(Vector(v.co)-Vector(c)).length for v in f1]),
-                    min([(Vector(v.co)-Vector(c)).length for v in f2])))
-        
-        # Sort faces according to the avg distance from the camera
-        by_avg_vert_dist = (lambda f1, f2:
-                cmp(sum([(Vector(v.co)-Vector(c)).length for v in f1])/len(f1),
-                    sum([(Vector(v.co)-Vector(c)).length for v in f2])/len(f2)))
-
-        mesh.faces.sort(by_max_vert_dist)
-        mesh.faces.reverse()
+        mesh.transform(matrix, True)
 
     def _doBackFaceCulling(self, mesh):
         """Simple Backface Culling routine.
 
     def _doBackFaceCulling(self, mesh):
         """Simple Backface Culling routine.
@@ -909,31 +1046,19 @@ class Renderer:
             if self._isFaceVisible(f):
                 f.sel = 1
 
             if self._isFaceVisible(f):
                 f.sel = 1
 
-        # Is this the correct way to propagate the face selection info to the
-        # vertices belonging to a face ??
-        # TODO: Using the Mesh module this should come for free. Right?
-        Mesh.Mode(Mesh.SelectModes['VERTEX'])
-        for f in mesh.faces:
-            if not f.sel:
-                for v in f: v.sel = 0;
+    def _doPerVertexLighting(self, mesh):
+        """Apply an Illumination ans shading model to the object.
 
 
-        for f in mesh.faces:
-            if f.sel:
-                for v in f: v.sel = 1;
-
-    def _doColorAndLighting(self, mesh):
-        """Apply an Illumination model to the object.
-
-        The Illumination model used is the Phong one, it may be inefficient,
+        The model used is the Phong one, it may be inefficient,
         but I'm just learning about rendering and starting from Phong seemed
         the most natural way.
         """
 
         # If the mesh has vertex colors already, use them,
         # otherwise turn them on and do some calculations
         but I'm just learning about rendering and starting from Phong seemed
         the most natural way.
         """
 
         # If the mesh has vertex colors already, use them,
         # otherwise turn them on and do some calculations
-        if mesh.hasVertexColours():
+        if mesh.vertexColors:
             return
             return
-        mesh.hasVertexColours(True)
+        mesh.vertexColors = 1
 
         materials = mesh.materials
         
 
         materials = mesh.materials
         
@@ -943,7 +1068,7 @@ class Renderer:
         light = light_obj.data
 
         camPos = self._getObjPosition(self.cameraObj)
         light = light_obj.data
 
         camPos = self._getObjPosition(self.cameraObj)
-        
+
         # We do per-face color calculation (FLAT Shading), we can easily turn
         # to a per-vertex calculation if we want to implement some shading
         # technique. For an example see:
         # We do per-face color calculation (FLAT Shading), we can easily turn
         # to a per-vertex calculation if we want to implement some shading
         # technique. For an example see:
@@ -962,16 +1087,16 @@ class Renderer:
             
             L = Vector(light_pos).normalize()
 
             
             L = Vector(light_pos).normalize()
 
-            V = (Vector(camPos) - Vector(f.v[0].co)).normalize()
+            V = (Vector(camPos) - Vector(f.cent)).normalize()
 
             N = Vector(f.no).normalize()
 
             R = 2 * (N*L) * N - L
 
             # TODO: Attenuation factor (not used for now)
 
             N = Vector(f.no).normalize()
 
             R = 2 * (N*L) * N - L
 
             # TODO: Attenuation factor (not used for now)
-            a0 = 1; a1 = 0.0; a2 = 0.0
+            a0 = 1.0; a1 = 0.0; a2 = 1.0
             d = (Vector(f.v[0].co) - Vector(light_pos)).length
             d = (Vector(f.v[0].co) - Vector(light_pos)).length
-            fd = min(1, 1.0/(a0 + a1*d + a2*d*d))
+            fd = min(1, 1.0/(a0 + a1*d + a2*(d*d)))
 
             # Ambient component
             Ia = 1.0
 
             # Ambient component
             Ia = 1.0
@@ -981,30 +1106,129 @@ class Renderer:
             # Diffuse component (add light.col for kd)
             kd = mat.getRef() * Vector(mat.getRGBCol())
             Ip = light.getEnergy()
             # Diffuse component (add light.col for kd)
             kd = mat.getRef() * Vector(mat.getRGBCol())
             Ip = light.getEnergy()
-            Idiff = Ip * kd * (N*L)
             
             
+            if config.polygons['SHADING'] == 'FLAT':
+                Idiff = Ip * kd * max(0, (N*L))
+            elif config.polygons['SHADING'] == 'TOON':
+                Idiff = Ip * kd * MeshUtils.toonShading(N*L)
+
             # Specular component
             ks = mat.getSpec() * Vector(mat.getSpecCol())
             ns = mat.getHardness()
             # Specular component
             ks = mat.getSpec() * Vector(mat.getSpecCol())
             ns = mat.getHardness()
-            Ispec = Ip * ks * pow((V * R), ns)
+            Ispec = Ip * ks * pow(max(0, (V*R)), ns)
 
             # Emissive component
             ki = Vector([mat.getEmit()]*3)
 
 
             # Emissive component
             ki = Vector([mat.getEmit()]*3)
 
-            I = ki + Iamb + Idiff + Ispec
+            I = ki + Iamb + (Idiff + Ispec)
+
+
+            # Set Alpha component
+            I = list(I)
+            I.append(mat.getAlpha())
 
             # Clamp I values between 0 and 1
             I = [ min(c, 1) for c in I]
             I = [ max(0, c) for c in I]
 
             # Clamp I values between 0 and 1
             I = [ min(c, 1) for c in I]
             I = [ max(0, c) for c in I]
+
+            # Convert to a value between 0 and 255
             tmp_col = [ int(c * 255.0) for c in I]
 
             tmp_col = [ int(c * 255.0) for c in I]
 
-            vcol = NMesh.Col(tmp_col[0], tmp_col[1], tmp_col[2], 255)
-            f.col = []
-            for v in f.v:
-                f.col.append(vcol)
+            for c in f.col:
+                c.r = tmp_col[0]
+                c.g = tmp_col[1]
+                c.b = tmp_col[2]
+                c.a = tmp_col[3]
+
+    def _doProjection(self, mesh, projector):
+        """Apply Viewing and Projection tranformations.
+        """
+
+        for v in mesh.verts:
+            p = projector.doProjection(v.co)
+            v.co[0] = p[0]
+            v.co[1] = p[1]
+            v.co[2] = p[2]
+
+        # We could reeset Camera matrix, since now
+        # we are in Normalized Viewing Coordinates,
+        # but doung that would affect World Coordinate
+        # processing for other objects
+
+        #self.cameraObj.data.type = 1
+        #self.cameraObj.data.scale = 2.0
+        #m = Matrix().identity()
+        #self.cameraObj.setMatrix(m)
+
+    def _doViewFrustumClipping(self, mesh):
+        """Clip faces against the View Frustum.
+        """
+
+    def test_extensions(self, f1, f2):
+        for v1, v2 in [ (v1, v2) for v1 in f1 for v2 in f2 ]:
+            pass
+
+    def depth_sort(self, faces):
+        return
+            
+
+    def _doMeshDepthSorting(self, mesh):
+        """Sort faces in an object.
+
+        The faces in the object are sorted following the distance of the
+        vertices from the camera position.
+        """
+        if len(mesh.faces) == 0:
+            return
 
 
-    def _doEdgesStyle(self, mesh, style):
-        """Process Mesh Edges.
+        #c = self._getObjPosition(self.cameraObj)
+
+        # In NVC
+        c = [0, 0, 1]
+
+        # hackish sorting of faces
+
+        # Sort faces according to the max distance from the camera
+        by_max_vert_dist = (lambda f1, f2:
+                cmp(max([(Vector(v.co)-Vector(c)).length for v in f2]),
+                    max([(Vector(v.co)-Vector(c)).length for v in f1])))
+        
+        # Sort faces according to the min distance from the camera
+        by_min_vert_dist = (lambda f1, f2:
+                cmp(min([(Vector(v.co)-Vector(c)).length for v in f1]),
+                    min([(Vector(v.co)-Vector(c)).length for v in f2])))
+        
+        # Sort faces according to the avg distance from the camera
+        by_avg_vert_dist = (lambda f1, f2:
+                cmp(sum([(Vector(v.co)-Vector(c)).length for v in f1])/len(f1),
+                    sum([(Vector(v.co)-Vector(c)).length for v in f2])/len(f2)))
+
+
+        # FIXME: using NMesh to sort faces. We should avoid that!
+        nmesh = NMesh.GetRaw(mesh.name)
+        nmesh.faces.sort(by_max_vert_dist)
+        #nmesh.faces.reverse()
+
+        # Depth sort tests
+
+        self.depth_sort(nmesh.faces)
+
+        
+        mesh.faces.delete(1, range(0, len(mesh.faces)))
+
+        for i,f in enumerate(nmesh.faces):
+            fv = [v.index for v in f.v] 
+            mesh.faces.extend(fv)
+            mesh.faces[i].mat = f.mat
+            mesh.faces[i].sel = f.sel
+            for i,c in enumerate(mesh.faces[i].col):
+                c.r = f.col[i].r
+                c.g = f.col[i].g
+                c.b = f.col[i].b
+                c.a = f.col[i].a
+
+    def _doEdgesStyle(self, mesh, edgestyleSelect):
+        """Process Mesh Edges accroding to a given selection style.
 
         Examples of algorithms:
 
 
         Examples of algorithms:
 
@@ -1016,62 +1240,282 @@ class Renderer:
             given an edge if one its adjacent faces is frontfacing and the
             other is backfacing, than select it, else deselect.
         """
             given an edge if one its adjacent faces is frontfacing and the
             other is backfacing, than select it, else deselect.
         """
-        #print "\tTODO: _doEdgeStyle()"
-        return
 
 
-    def _doProjection(self, mesh, projector):
-        """Calculate the Projection for the object.
-        """
-        # TODO: maybe using the object.transform() can be faster?
+        Mesh.Mode(Mesh.SelectModes['EDGE'])
 
 
-        for v in mesh.verts:
-            p = projector.doProjection(v.co)
-            v.co[0] = p[0]
-            v.co[1] = p[1]
-            v.co[2] = p[2]
+        for e in mesh.edges:
 
 
+            e.sel = 0
+            if edgestyleSelect(e, mesh):
+                e.sel = 1
+                
 
 
 # ---------------------------------------------------------------------
 #
 
 
 # ---------------------------------------------------------------------
 #
-## Main Program
+## GUI Class and Main Program
 #
 # ---------------------------------------------------------------------
 
 #
 # ---------------------------------------------------------------------
 
+
+from Blender import BGL, Draw
+from Blender.BGL import *
+
+class GUI:
+    
+    def _init():
+
+        # Output Format menu 
+        output_format = config.output['FORMAT']
+        default_value = outputWriters.keys().index(output_format)+1
+        GUI.outFormatMenu = Draw.Create(default_value)
+        GUI.evtOutFormatMenu = 0
+
+        # Animation toggle button
+        GUI.animToggle = Draw.Create(config.output['ANIMATION'])
+        GUI.evtAnimToggle = 1
+
+        # Join Objects toggle button
+        GUI.joinObjsToggle = Draw.Create(config.output['JOIN_OBJECTS'])
+        GUI.evtJoinObjsToggle = 2
+
+        # Render filled polygons
+        GUI.polygonsToggle = Draw.Create(config.polygons['SHOW'])
+
+        # Shading Style menu 
+        shading_style = config.polygons['SHADING']
+        default_value = shadingStyles.keys().index(shading_style)+1
+        GUI.shadingStyleMenu = Draw.Create(default_value)
+        GUI.evtShadingStyleMenu = 21
+
+        GUI.evtPolygonsToggle = 3
+        # We hide the config.polygons['EXPANSION_TRICK'], for now
+
+        # Render polygon edges
+        GUI.showEdgesToggle = Draw.Create(config.edges['SHOW'])
+        GUI.evtShowEdgesToggle = 4
+
+        # Render hidden edges
+        GUI.showHiddenEdgesToggle = Draw.Create(config.edges['SHOW_HIDDEN'])
+        GUI.evtShowHiddenEdgesToggle = 5
+
+        # Edge Style menu 
+        edge_style = config.edges['STYLE']
+        default_value = edgeStyles.keys().index(edge_style)+1
+        GUI.edgeStyleMenu = Draw.Create(default_value)
+        GUI.evtEdgeStyleMenu = 6
+
+        # Edge Width slider
+        GUI.edgeWidthSlider = Draw.Create(config.edges['WIDTH'])
+        GUI.evtEdgeWidthSlider = 7
+
+        # Edge Color Picker
+        c = config.edges['COLOR']
+        GUI.edgeColorPicker = Draw.Create(c[0]/255.0, c[1]/255.0, c[2]/255.0)
+        GUI.evtEdgeColorPicker = 71
+
+        # Render Button
+        GUI.evtRenderButton = 8
+
+        # Exit Button
+        GUI.evtExitButton = 9
+
+    def draw():
+
+        # initialize static members
+        GUI._init()
+
+        glClear(GL_COLOR_BUFFER_BIT)
+        glColor3f(0.0, 0.0, 0.0)
+        glRasterPos2i(10, 350)
+        Draw.Text("VRM: Vector Rendering Method script.")
+        glRasterPos2i(10, 335)
+        Draw.Text("Press Q or ESC to quit.")
+
+        # Build the output format menu
+        glRasterPos2i(10, 310)
+        Draw.Text("Select the output Format:")
+        outMenuStruct = "Output Format %t"
+        for t in outputWriters.keys():
+           outMenuStruct = outMenuStruct + "|%s" % t
+        GUI.outFormatMenu = Draw.Menu(outMenuStruct, GUI.evtOutFormatMenu,
+                10, 285, 160, 18, GUI.outFormatMenu.val, "Choose the Output Format")
+
+        # Animation toggle
+        GUI.animToggle = Draw.Toggle("Animation", GUI.evtAnimToggle,
+                10, 260, 160, 18, GUI.animToggle.val,
+                "Toggle rendering of animations")
+
+        # Join Objects toggle
+        GUI.joinObjsToggle = Draw.Toggle("Join objects", GUI.evtJoinObjsToggle,
+                10, 235, 160, 18, GUI.joinObjsToggle.val,
+                "Join objects in the rendered file")
+
+        # Render Button
+        Draw.Button("Render", GUI.evtRenderButton, 10, 210-25, 75, 25+18,
+                "Start Rendering")
+        Draw.Button("Exit", GUI.evtExitButton, 95, 210-25, 75, 25+18, "Exit!")
+
+        # Rendering Styles
+        glRasterPos2i(200, 310)
+        Draw.Text("Rendering Style:")
+
+        # Render Polygons
+        GUI.polygonsToggle = Draw.Toggle("Filled Polygons", GUI.evtPolygonsToggle,
+                200, 285, 160, 18, GUI.polygonsToggle.val,
+                "Render filled polygons")
+
+        if GUI.polygonsToggle.val == 1:
+
+            # Polygon Shading Style
+            shadingStyleMenuStruct = "Shading Style %t"
+            for t in shadingStyles.keys():
+                shadingStyleMenuStruct = shadingStyleMenuStruct + "|%s" % t.lower()
+            GUI.shadingStyleMenu = Draw.Menu(shadingStyleMenuStruct, GUI.evtShadingStyleMenu,
+                    200, 260, 160, 18, GUI.shadingStyleMenu.val,
+                    "Choose the shading style")
+
+
+        # Render Edges
+        GUI.showEdgesToggle = Draw.Toggle("Show Edges", GUI.evtShowEdgesToggle,
+                200, 235, 160, 18, GUI.showEdgesToggle.val,
+                "Render polygon edges")
+
+        if GUI.showEdgesToggle.val == 1:
+            
+            # Edge Style
+            edgeStyleMenuStruct = "Edge Style %t"
+            for t in edgeStyles.keys():
+                edgeStyleMenuStruct = edgeStyleMenuStruct + "|%s" % t.lower()
+            GUI.edgeStyleMenu = Draw.Menu(edgeStyleMenuStruct, GUI.evtEdgeStyleMenu,
+                    200, 210, 160, 18, GUI.edgeStyleMenu.val,
+                    "Choose the edge style")
+
+            # Edge size
+            GUI.edgeWidthSlider = Draw.Slider("Width: ", GUI.evtEdgeWidthSlider,
+                    200, 185, 140, 18, GUI.edgeWidthSlider.val,
+                    0.0, 10.0, 0, "Change Edge Width")
+
+            # Edge Color
+            GUI.edgeColorPicker = Draw.ColorPicker(GUI.evtEdgeColorPicker,
+                    342, 185, 18, 18, GUI.edgeColorPicker.val, "Choose Edge Color")
+
+            # Show Hidden Edges
+            GUI.showHiddenEdgesToggle = Draw.Toggle("Show Hidden Edges",
+                    GUI.evtShowHiddenEdgesToggle,
+                    200, 160, 160, 18, GUI.showHiddenEdgesToggle.val,
+                    "Render hidden edges as dashed lines")
+
+        glRasterPos2i(10, 160)
+        Draw.Text("Antonio Ospite (c) 2006")
+
+    def event(evt, val):
+
+        if evt == Draw.ESCKEY or evt == Draw.QKEY:
+            Draw.Exit()
+        else:
+            return
+
+        Draw.Redraw(1)
+
+    def button_event(evt):
+
+        if evt == GUI.evtExitButton:
+            Draw.Exit()
+
+        elif evt == GUI.evtOutFormatMenu:
+            i = GUI.outFormatMenu.val - 1
+            config.output['FORMAT']= outputWriters.keys()[i]
+
+        elif evt == GUI.evtAnimToggle:
+            config.outpur['ANIMATION'] = bool(GUI.animToggle.val)
+
+        elif evt == GUI.evtJoinObjsToggle:
+            config.output['JOIN_OBJECTS'] = bool(GUI.joinObjsToggle.val)
+
+        elif evt == GUI.evtPolygonsToggle:
+            config.polygons['SHOW'] = bool(GUI.polygonsToggle.val)
+
+        elif evt == GUI.evtShadingStyleMenu:
+            i = GUI.shadingStyleMenu.val - 1
+            config.polygons['SHADING'] = shadingStyles.keys()[i]
+
+        elif evt == GUI.evtShowEdgesToggle:
+            config.edges['SHOW'] = bool(GUI.showEdgesToggle.val)
+
+        elif evt == GUI.evtShowHiddenEdgesToggle:
+            config.edges['SHOW_HIDDEN'] = bool(GUI.showHiddenEdgesToggle.val)
+
+        elif evt == GUI.evtEdgeStyleMenu:
+            i = GUI.edgeStyleMenu.val - 1
+            config.edges['STYLE'] = edgeStyles.keys()[i]
+
+        elif evt == GUI.evtEdgeWidthSlider:
+            config.edges['WIDTH'] = float(GUI.edgeWidthSlider.val)
+
+        elif evt == GUI.evtEdgeColorPicker:
+            config.edges['COLOR'] = [int(c*255.0) for c in GUI.edgeColorPicker.val]
+
+        elif evt == GUI.evtRenderButton:
+            label = "Save %s" % config.output['FORMAT']
+            # Show the File Selector
+            global outputfile
+            Blender.Window.FileSelector(vectorize, label, outputfile)
+
+        else:
+            print "Event: %d not handled!" % evt
+
+        if evt:
+            Draw.Redraw(1)
+            #GUI.conf_debug()
+
+    def conf_debug():
+        from pprint import pprint
+        print "\nConfig"
+        pprint(config.output)
+        pprint(config.polygons)
+        pprint(config.edges)
+
+    _init = staticmethod(_init)
+    draw = staticmethod(draw)
+    event = staticmethod(event)
+    button_event = staticmethod(button_event)
+    conf_debug = staticmethod(conf_debug)
+
+# A wrapper function for the vectorizing process
 def vectorize(filename):
     """The vectorizing process is as follows:
      
      - Instanciate the writer and the renderer
      - Render!
      """
 def vectorize(filename):
     """The vectorizing process is as follows:
      
      - Instanciate the writer and the renderer
      - Render!
      """
+
+    if filename == "":
+        print "\nERROR: invalid file name!"
+        return
+
     from Blender import Window
     editmode = Window.EditMode()
     if editmode: Window.EditMode(0)
 
     from Blender import Window
     editmode = Window.EditMode()
     if editmode: Window.EditMode(0)
 
-    writer = SVGVectorWriter(filename)
+    actualWriter = outputWriters[config.output['FORMAT']]
+    writer = actualWriter(filename)
     
     renderer = Renderer()
     
     renderer = Renderer()
-    renderer.doRendering(writer, RENDER_ANIMATION)
+    renderer.doRendering(writer, config.output['ANIMATION'])
 
     if editmode: Window.EditMode(1) 
 
 
     if editmode: Window.EditMode(1) 
 
-def vectorize_gui(filename):
-    """Draw the gui.
-
-    I would like to keep that simple, really.
-    """
-    Blender.Window.FileSelector (vectorize, 'Save SVG', filename)
-    Blender.Redraw()
-
 
 # Here the main
 if __name__ == "__main__":
     
 
 # Here the main
 if __name__ == "__main__":
     
+    outputfile = ""
     basename = Blender.sys.basename(Blender.Get('filename'))
     basename = Blender.sys.basename(Blender.Get('filename'))
-    outputfile = Blender.sys.splitext(basename)[0]+".svg"
+    if basename != "":
+        outputfile = Blender.sys.splitext(basename)[0] + "." + str(config.output['FORMAT']).lower()
 
 
-    # with this trick we can run the script in batch mode
-    try:
-        vectorize_gui(outputfile)
-    except:
+    if Blender.mode == 'background':
         vectorize(outputfile)
         vectorize(outputfile)
+    else:
+        Draw.Register(GUI.draw, GUI.event, GUI.button_event)