Try to use the Newell algorithm as default
[vrm.git] / vrm.py
diff --git a/vrm.py b/vrm.py
index 69099c4..84e4588 100755 (executable)
--- a/vrm.py
+++ b/vrm.py
@@ -1,14 +1,14 @@
 #!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"]
-__version__ = "0.3"
+__url__ = ["http://projects.blender.org/projects/vrm"]
+__version__ = "0.3.beta"
 
 __bpydoc__ = """\
     Render the scene and save the result in vector format.
 
 __bpydoc__ = """\
     Render the scene and save the result in vector format.
@@ -42,50 +42,829 @@ __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)
+#   - FIX the issue with negative scales in object tranformations!
 #   - Use a better depth sorting algorithm
 #   - Review how selections are made (this script uses selection states of
 #     primitives to represent visibility infos)
 #   - Use a better depth sorting algorithm
 #   - Review how selections are made (this script uses selection states of
 #     primitives to represent visibility infos)
-#   - Implement Clipping and do handle object intersections
-#   - 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? (partially done, to make more flexible).
+#   - Add Vector Writers other than SVG.
+#   - set the background color!
+#   - Check memory use!!
 #
 # ---------------------------------------------------------------------
 #
 # Changelog:
 #
 #
 # ---------------------------------------------------------------------
 #
 # Changelog:
 #
-#   vrm-0.3.py  -   2006-05-19
-#    * First release after code restucturing.
-#      Now the script offers a useful set of functionalities
-#      and it can render animations, too.
+#   vrm-0.3.py  - ...
+#     * First release after code restucturing.
+#       Now the script offers a useful set of functionalities
+#       and it can render animations, too.
+#     * Optimization in Renderer.doEdgeStyle(), build a topology cache
+#       so to speed up the lookup of adjacent faces of an edge.
+#       Thanks ideasman42.
+#     * 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 (using ming)
+#     * 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
 #
 # ---------------------------------------------------------------------
 
 import Blender
 #
 # ---------------------------------------------------------------------
 
 import Blender
-from Blender import Scene, Object, Mesh, NMesh, Material, Lamp, Camera
+from Blender import Scene, Object, Mesh, NMesh, Material, Lamp, Camera, Window
 from Blender.Mathutils import *
 from math import *
 from Blender.Mathutils import *
 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
+
+# We use a global progress Indicator Object
+progress = None
 
 
 # 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'] = 'FLAT' # FLAT or TOON
+    polygons['HSR'] = 'NEWELL' # PAINTER or NEWELL
+    # Hidden to the user for now
+    polygons['EXPANSION_TRICK'] = True
+
+    polygons['TOON_LEVELS'] = 2
+
+    edges = dict()
+    edges['SHOW'] = False
+    edges['SHOW_HIDDEN'] = False
+    edges['STYLE'] = 'MESH' # MESH or SILHOUETTE
+    edges['WIDTH'] = 2
+    edges['COLOR'] = [0, 0, 0]
+
+    output = dict()
+    output['FORMAT'] = 'SVG'
+    output['ANIMATION'] = False
+    output['JOIN_OBJECTS'] = True
+
+
+# Utility functions
+print_debug = False
+
+def dumpfaces(flist, filename):
+    """Dump a single face to a file.
+    """
+    if not print_debug:
+        return
+
+    class tmpmesh:
+        pass
+
+    m = tmpmesh()
+    m.faces = flist
+
+    writerobj = SVGVectorWriter(filename)
+
+    writerobj.open()
+    writerobj._printPolygons(m)
+
+    writerobj.close()
+
+def debug(msg):
+    if print_debug:
+        sys.stderr.write(msg)
 
 
-POLYGON_EXPANSION_TRICK = True
+def EQ(v1, v2):
+    return (abs(v1[0]-v2[0]) < EPS and 
+            abs(v1[1]-v2[1]) < EPS )
+by_furthest_z = (lambda f1, f2:
+    cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])+EPS)
+    )
 
 
-RENDER_ANIMATION = False
+def sign(x):
 
 
-# Do not work for now!
-OPTIMIZE_FOR_SPACE = False
+    if x < -EPS:
+    #if x < 0:
+        return -1
+    elif x > EPS:
+    #elif x > 0:
+        return 1
+    else:
+        return 0
+
+
+# ---------------------------------------------------------------------
+#
+## HSR Utility class
+#
+# ---------------------------------------------------------------------
+
+EPS = 10e-5
+INF = 10e5
+
+class HSR:
+    """A utility class for HSR processing.
+    """
+
+    def is_nonplanar_quad(face):
+        """Determine if a quad is non-planar.
+
+        From: http://mathworld.wolfram.com/Coplanar.html
+
+        Geometric objects lying in a common plane are said to be coplanar.
+        Three noncollinear points determine a plane and so are trivially coplanar.
+        Four points are coplanar iff the volume of the tetrahedron defined by them is
+        0, 
+        
+            | x_1 y_1 z_1 1 |
+            | x_2 y_2 z_2 1 |
+            | x_3 y_3 z_3 1 |
+            | x_4 y_4 z_4 1 | == 0
+
+        Coplanarity is equivalent to the statement that the pair of lines
+        determined by the four points are not skew, and can be equivalently stated
+        in vector form as (x_3-x_1).[(x_2-x_1)x(x_4-x_3)]==0.
+
+        An arbitrary number of n points x_1, ..., x_n can be tested for
+        coplanarity by finding the point-plane distances of the points
+        x_4, ..., x_n from the plane determined by (x_1,x_2,x_3)
+        and checking if they are all zero.
+        If so, the points are all coplanar.
+
+        We here check only for 4-point complanarity.
+        """
+        n = len(face)
+
+        # assert(n>4)
+        if n < 3 or n > 4:
+            print "ERROR a mesh in Blender can't have more than 4 vertices or less than 3"
+            raise AssertionError
+
+        elif n == 3:
+            # three points must be complanar
+            return False
+        else: # n == 4
+            x1 = Vector(face[0].co)
+            x2 = Vector(face[1].co)
+            x3 = Vector(face[2].co)
+            x4 = Vector(face[3].co)
+
+            v = (x3-x1) * CrossVecs((x2-x1), (x4-x3))
+            if v != 0:
+                return True
+
+        return False
+
+    is_nonplanar_quad = staticmethod(is_nonplanar_quad)
+
+    def pointInPolygon(poly, v):
+        return False
+
+    pointInPolygon = staticmethod(pointInPolygon)
+
+    def edgeIntersection(s1, s2, do_perturbate=False):
+
+        (x1, y1) = s1[0].co[0], s1[0].co[1]
+        (x2, y2) = s1[1].co[0], s1[1].co[1]
+
+        (x3, y3) = s2[0].co[0], s2[0].co[1]
+        (x4, y4) = s2[1].co[0], s2[1].co[1]
+
+        #z1 = s1[0].co[2]
+        #z2 = s1[1].co[2]
+        #z3 = s2[0].co[2]
+        #z4 = s2[1].co[2]
+
+
+        # calculate delta values (vector components)
+        dx1 = x2 - x1;
+        dx2 = x4 - x3;
+        dy1 = y2 - y1;
+        dy2 = y4 - y3;
+
+        #dz1 = z2 - z1;
+        #dz2 = z4 - z3;
+
+        C = dy2 * dx1 - dx2 * dy1 #  /* cross product */
+        if C == 0:  #/* parallel */
+            return None
+
+        dx3 = x1 - x3 # /* combined origin offset vector */
+        dy3 = y1 - y3
+
+        a1 = (dy3 * dx2 - dx3 * dy2) / C;
+        a2 = (dy3 * dx1 - dx3 * dy1) / C;
+
+        # check for degeneracies
+        #print_debug("\n")
+        #print_debug(str(a1)+"\n")
+        #print_debug(str(a2)+"\n\n")
+
+        if (a1 == 0 or a1 == 1 or a2 == 0 or a2 == 1):
+            # Intersection on boundaries, we consider the point external?
+            return None
+
+        elif (a1>0.0 and a1<1.0 and a2>0.0 and a2<1.0): #  /* lines cross */
+            x = x1 + a1*dx1
+            y = y1 + a1*dy1
+
+            #z = z1 + a1*dz1
+            z = 0
+            return (NMesh.Vert(x, y, z), a1, a2)
+
+        else:
+            # lines have intersections but not those segments
+            return None
+
+    edgeIntersection = staticmethod(edgeIntersection)
+
+    def isVertInside(self, v):
+        winding_number = 0
+        coincidence = False
+
+        # Create point at infinity
+        point_at_infinity = NMesh.Vert(-INF, v.co[1], -INF)
+
+        for i in range(len(self.v)):
+            s1 = (point_at_infinity, v)
+            s2 = (self.v[i-1], self.v[i])
+
+            if EQ(v.co, s2[0].co) or EQ(v.co, s2[1].co):
+                coincidence = True
+
+            if HSR.edgeIntersection(s1, s2, do_perturbate=False):
+                winding_number += 1
+
+        # Check even or odd
+        if winding_number % 2 == 0 :
+            return False
+        else:
+            if coincidence:
+                return False
+            return True
+
+    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].
+        The advantage of this method is that you can compute the exact
+        intersection point and collision normal that you will need to simulate
+        collision. When you have the point that lies inside the other polygon, you
+        just iterate over all edges of the second polygon again and look for edge
+        intersections. Note that this method detects collsion when it already
+        happens. This algorithm is fast enough to perform it hundreds of times per
+        sec.  """
+
+        for i in range(len(f1.v)):
+
+
+            # If a point of f1 in inside f2, there is an overlap!
+            v1 = f1.v[i]
+            #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
+            # intersection between an edge of f1 and all the edges of f2
+
+            v0 = f1.v[i-1]
+
+            for j in range(len(f2.v)):
+                v2 = f2.v[j-1]
+                v3 = f2.v[j]
+
+                e1 = v0, v1
+                e2 = v2, v3
+
+                intrs = HSR.edgeIntersection(e1, e2)
+                if intrs:
+                    #print_debug(str(v0.co) + " " + str(v1.co) + " " +
+                    #        str(v2.co) + " " + str(v3.co) )
+                    #print_debug("\nIntersection\n")
+
+                    return True
+
+        return False
+
+    projectionsOverlap = staticmethod(projectionsOverlap)
+
+    def midpoint(p1, p2):
+        """Return the midpoint of two vertices.
+        """
+        m = MidpointVecs(Vector(p1), Vector(p2))
+        mv = NMesh.Vert(m[0], m[1], m[2])
+
+        return mv
+
+    midpoint = staticmethod(midpoint)
+
+    def facesplit(P, Q, facelist, nmesh):
+        """Split P or Q according to the strategy illustrated in the Newell's
+        paper.
+        """
+
+        by_furthest_z = (lambda f1, f2:
+                cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])+EPS)
+                )
+
+        # Choose if split P on Q plane or vice-versa
+
+        n = 0
+        for Pi in P:
+            d = HSR.Distance(Vector(Pi), Q)
+            if d <= EPS:
+                n += 1
+        pIntersectQ = (n != len(P))
+
+        n = 0
+        for Qi in Q:
+            d = HSR.Distance(Vector(Qi), P)
+            if d >= -EPS:
+                n += 1
+        qIntersectP = (n != len(Q))
+
+        newfaces = []
+
+        # 1. If parts of P lie in both half-spaces of Q
+        # then splice P in two with the plane of Q
+        if pIntersectQ:
+            #print "We split P"
+            f = P
+            plane = Q
+
+            newfaces = HSR.splitOn(plane, f)
+
+        # 2. Else if parts of Q lie in both half-space of P
+        # then splice Q in two with the plane of P
+        if qIntersectP and newfaces == None:
+            #print "We split Q"
+            f = Q
+            plane = P
+
+            newfaces = HSR.splitOn(plane, f)
+            #print "After"
+
+        # 3. Else slice P in half through the mid-point of
+        # the longest pair of opposite sides
+        if newfaces == None:
+
+            print "We ignore P..."
+            facelist.remove(P)
+            return facelist
+
+            #f = P
+
+            #if len(P)==3:
+            #    v1 = midpoint(f[0], f[1])
+            #    v2 = midpoint(f[1], f[2])
+            #if len(P)==4:
+            #    v1 = midpoint(f[0], f[1])
+            #    v2 = midpoint(f[2], f[3])
+            #vec3 = (Vector(v2)+10*Vector(f.normal))
+            #
+            #v3 = NMesh.Vert(vec3[0], vec3[1], vec3[2])
+
+            #plane = NMesh.Face([v1, v2, v3])
+            #
+            #newfaces = splitOn(plane, f)
+
+        
+        if newfaces == None:
+            print "Big FAT problem, we weren't able to split POLYGONS!"
+            raise AssertionError
+
+        #print newfaces
+        if newfaces:
+            #for v in f:
+            #    if v not in plane and v in nmesh.verts:
+            #        nmesh.verts.remove(v)
+            for nf in newfaces:
+
+                nf.mat = f.mat
+                nf.sel = f.sel
+                nf.col = [f.col[0]] * len(nf.v)
+
+                nf.smooth = 0
+
+                for v in nf:
+                    nmesh.verts.append(v)
+                # insert pieces in the list
+                facelist.append(nf)
+
+            facelist.remove(f)
+
+        # and resort the faces
+        facelist.sort(by_furthest_z)
+        facelist.sort(lambda f1, f2: cmp(f1.smooth, f2.smooth))
+        facelist.reverse()
+
+        #print [ f.smooth for f in facelist ]
+
+        return facelist
+
+    facesplit = staticmethod(facesplit)
+
+    def isOnSegment(v1, v2, p, extremes_internal=False):
+        """Check if point p is in segment v1v2.
+        """
+
+        l1 = (v1-p).length
+        l2 = (v2-p).length
+
+        # Should we consider extreme points as internal ?
+        # The test:
+        # if p == v1 or p == v2:
+        if l1 < EPS or l2 < EPS:
+            return extremes_internal
+
+        l = (v1-v2).length
+
+        # if the sum of l1 and l2 is circa l, then the point is on segment,
+        if abs(l - (l1+l2)) < EPS:
+            return True
+        else:
+            return False
+
+    isOnSegment = staticmethod(isOnSegment)
+
+    def Distance(point, face):
+        """ Calculate the distance between a point and a face.
+
+        An alternative but more expensive method can be:
+
+            ip = Intersect(Vector(face[0]), Vector(face[1]), Vector(face[2]),
+                    Vector(face.no), Vector(point), 0)
+
+            d = Vector(ip - point).length
+
+        See: http://mathworld.wolfram.com/Point-PlaneDistance.html
+        """
+
+        p = Vector(point)
+        plNormal = Vector(face.no)
+        plVert0 = Vector(face.v[0])
+
+        d = (plVert0 * plNormal) - (p * plNormal)
+
+        #d = plNormal * (plVert0 - p)
+
+        #print "\nd: %.10f - sel: %d, %s\n" % (d, face.sel, str(point))
+
+        return d
+
+    Distance = staticmethod(Distance)
+
+    def makeFaces(vl):
+        #
+        # make one or two new faces based on a list of vertex-indices
+        #
+        newfaces = []
+
+        if len(vl) <= 4:
+            nf = NMesh.Face()
+
+            for v in vl:
+                nf.v.append(v)
+
+            newfaces.append(nf)
+
+        else:
+            nf = NMesh.Face()
+
+            nf.v.append(vl[0])
+            nf.v.append(vl[1])
+            nf.v.append(vl[2])
+            nf.v.append(vl[3])
+            newfaces.append(nf)
+
+            nf = NMesh.Face()
+            nf.v.append(vl[3])
+            nf.v.append(vl[4])
+            nf.v.append(vl[0])
+            newfaces.append(nf)
+
+        return newfaces
+
+    makeFaces = staticmethod(makeFaces)
+
+    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
+        """
+
+        # Check if P and Q are parallel
+        u = CrossVecs(Vector(Q.no),Vector(P.no))
+        ax = abs(u[0])
+        ay = abs(u[1])
+        az = abs(u[2])
+
+        if (ax+ay+az) < EPS:
+            print "PARALLEL planes!!"
+            return
+
+
+        # The final aim is to find the intersection line between P
+        # and the plane of Q, and split P along this line
+
+        nP = len(P.v)
+
+        # Calculate point-plane Distance between vertices of P and plane Q
+        d = []
+        for i in range(0, nP):
+            d.append(HSR.Distance(P.v[i], Q))
+
+        newVertList = []
+
+        posVertList = []
+        negVertList = []
+        for i in range(nP):
+            d0 = d[i-1]
+            V0 = P.v[i-1]
+
+            d1 = d[i]
+            V1 = P.v[i]
+
+            #print "d0:", d0, "d1:", d1
+
+            # if the vertex lies in the cutplane                       
+            if abs(d1) < EPS:
+                #print "d1 On cutplane"
+                posVertList.append(V1)
+                negVertList.append(V1)
+            else:
+                # if the previous vertex lies in cutplane
+                if abs(d0) < EPS:
+                    #print "d0 on Cutplane"
+                    if d1 > 0:
+                        #print "d1 on positive Halfspace"
+                        posVertList.append(V1)
+                    else:
+                        #print "d1 on negative Halfspace"
+                        negVertList.append(V1)
+                else:
+                    # if they are on the same side of the plane
+                    if d1*d0 > 0:
+                        #print "On the same half-space"
+                        if d1 > 0:
+                            #print "d1 on positive Halfspace"
+                            posVertList.append(V1)
+                        else:
+                            #print "d1 on negative Halfspace"
+                            negVertList.append(V1)
+
+                    # the vertices are not on the same side of the plane, so we have an intersection
+                    else:
+                        #print "Intersection"
+
+                        e = Vector(V0), Vector(V1)
+                        tri = Vector(Q[0]), Vector(Q[1]), Vector(Q[2])
+
+                        inters = Intersect(tri[0], tri[1], tri[2], e[1]-e[0], e[0], 0)
+                        if inters == None:
+                            print "Split Break"
+                            break
+
+                        #print "Intersection", inters
+
+                        nv = NMesh.Vert(inters[0], inters[1], inters[2])
+                        newVertList.append(nv)
+
+                        posVertList.append(nv)
+                        negVertList.append(nv)
+
+                        if d1 > 0:
+                            posVertList.append(V1)
+                        else:
+                            negVertList.append(V1)
+
+        
+        # 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:
+        #    print "Problem, we created a face with less that 3 vertices??"
+        #    posVertList = []
+        #if len(negVertList) < 3:
+        #    print "Problem, we created a face with less that 3 vertices??"
+        #    negVertList = []
+
+        if len(posVertList) < 3 or len(negVertList) < 3:
+            #print "RETURN NONE, SURE???"
+            return None
+
+        if not return_positive_faces:
+            posVertList = []
+        if not return_negative_faces:
+            negVertList = []
+
+        newfaces = HSR.addNewFaces(posVertList, negVertList)
+
+        return newfaces
+
+    splitOn = staticmethod(splitOn)
+
+    def addNewFaces(posVertList, negVertList):
+        # Create new faces resulting from the split
+        outfaces = []
+        if len(posVertList) or len(negVertList):
+
+            #newfaces = [posVertList] + [negVertList]
+            newfaces = ( [[ NMesh.Vert(v[0], v[1], v[2]) for v in posVertList]] +
+                    [[ NMesh.Vert(v[0], v[1], v[2]) for v in negVertList]] )
+
+            for nf in newfaces:
+                if nf and len(nf)>2:
+                    outfaces += HSR.makeFaces(nf)
+
+        return outfaces
+
+
+    addNewFaces = staticmethod(addNewFaces)
+
+
+# ---------------------------------------------------------------------
+#
+## Mesh Utility class
+#
+# ---------------------------------------------------------------------
+
+class MeshUtils:
+
+    def buildEdgeFaceUsersCache(me):
+        ''' 
+        Takes a mesh and returns a list aligned with the meshes edges.
+        Each item is a list of the faces that use the edge
+        would be the equiv for having ed.face_users as a property
+
+        Taken from .blender/scripts/bpymodules/BPyMesh.py,
+        thanks to ideasman_42.
+        '''
+
+        def sorted_edge_indicies(ed):
+            i1= ed.v1.index
+            i2= ed.v2.index
+            if i1>i2:
+                i1,i2= i2,i1
+            return i1, i2
+
+       
+        face_edges_dict= dict([(sorted_edge_indicies(ed), (ed.index, [])) for ed in me.edges])
+        for f in me.faces:
+            fvi= [v.index for v in f.v]# face vert idx's
+            for i in xrange(len(f)):
+                i1= fvi[i]
+                i2= fvi[i-1]
+                
+                if i1>i2:
+                    i1,i2= i2,i1
+                
+                face_edges_dict[i1,i2][1].append(f)
+        
+        face_edges= [None] * len(me.edges)
+        for ed_index, ed_faces in face_edges_dict.itervalues():
+            face_edges[ed_index]= ed_faces
+        
+        return face_edges
+
+    def isMeshEdge(adjacent_faces):
+        """Mesh edge rule.
+
+        A mesh edge is visible if _at_least_one_ 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.
+        """
+
+        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(adjacent_faces):
+        """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.
+        """
+
+        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
+
+    buildEdgeFaceUsersCache = staticmethod(buildEdgeFaceUsersCache)
+    isMeshEdge = staticmethod(isMeshEdge)
+    isSilhouetteEdge = staticmethod(isSilhouetteEdge)
+
+
+# ---------------------------------------------------------------------
+#
+## Shading Utility class
+#
+# ---------------------------------------------------------------------
+
+class ShadingUtils:
+
+    shademap = None
+
+    def toonShadingMapSetup():
+        levels = config.polygons['TOON_LEVELS']
+
+        texels = 2*levels - 1
+        tmp_shademap = [0.0] + [(i)/float(texels-1) for i in xrange(1, texels-1) ] + [1.0]
+
+        return tmp_shademap
+
+    def toonShading(u):
+
+        shademap = ShadingUtils.shademap
+
+        if not shademap:
+            shademap = ShadingUtils.toonShadingMapSetup()
+
+        v = 1.0
+        for i in xrange(0, len(shademap)-1):
+            pivot = (shademap[i]+shademap[i+1])/2.0
+            j = int(u>pivot)
+
+            v = shademap[i+j]
+
+            if v < shademap[i+1]:
+                return v
+
+        return v
+
+    toonShadingMapSetup = staticmethod(toonShadingMapSetup)
+    toonShading = staticmethod(toonShading)
 
 
 # ---------------------------------------------------------------------
 
 
 # ---------------------------------------------------------------------
@@ -121,13 +900,20 @@ 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
-        
-        # 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) 
+
+
+        if Blender.Get('version') < 243:
+            camPersp = 0
+            camOrtho = 1
         else:
         else:
+            camPersp = 'persp'
+            camOrtho = 'ortho'
+            
+        # What projection do we want?
+        if camera.type == camPersp:
             mP = self._calcPerspectiveMatrix(fovy, aspect, near, far) 
             mP = self._calcPerspectiveMatrix(fovy, aspect, near, far) 
+        elif camera.type == camOrtho:
+            mP = self._calcOrthoMatrix(fovy, aspect, near, far, scale)
         
 
         # View transformation
         
 
         # View transformation
@@ -150,11 +936,16 @@ class Projector:
         """
         
         # Note that we have to work on the vertex using homogeneous coordinates
         """
         
         # Note that we have to work on the vertex using homogeneous coordinates
+        # From blender 2.42+ we don't need to resize the vector to be 4d
+        # when applying a 4x4 matrix, but we do that anyway since we need the
+        # 4th coordinate later
         p = self.projectionMatrix * Vector(v).resize4D()
         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 +953,7 @@ class Projector:
 
         return p
 
 
         return p
 
+
     ##
     # Private methods
     #
     ##
     # Private methods
     #
@@ -205,18 +997,184 @@ class Projector:
         ty = -((top+bottom)/tb)
         tz = ((far+near)/fn)
 
         ty = -((top+bottom)/tb)
         tz = ((far+near)/fn)
 
-        m = Matrix(
-                [2.0/rl, 0.0,    0.0,     tx],
-                [0.0,    2.0/tb, 0.0,     ty],
-                [0.0,    0.0,    2.0/fn,  tz],
-                [0.0,    0.0,    0.0,    1.0])
-        
-        return m
+        m = Matrix(
+                [2.0/rl, 0.0,    0.0,     tx],
+                [0.0,    2.0/tb, 0.0,     ty],
+                [0.0,    0.0,    2.0/fn,  tz],
+                [0.0,    0.0,    0.0,    1.0])
+        
+        return m
+
+
+# ---------------------------------------------------------------------
+#
+## Progress Indicator
+#
+# ---------------------------------------------------------------------
+
+class Progress:
+    """A model for a progress indicator.
+    
+    Do the progress calculation calculation and
+    the view independent stuff of a progress indicator.
+    """
+    def __init__(self, steps=0):
+        self.name = ""
+        self.steps = steps
+        self.completed = 0
+        self.progress = 0
+
+    def setSteps(self, steps):
+        """Set the number of steps of the activity wich we want to track.
+        """
+        self.steps = steps
+
+    def getSteps(self):
+        return self.steps
+
+    def setName(self, name):
+        """Set the name of the activity wich we want to track.
+        """
+        self.name = name
+
+    def getName(self):
+        return self.name
+
+    def getProgress(self):
+        return self.progress
+
+    def reset(self):
+        self.completed = 0
+        self.progress = 0
+
+    def update(self):
+        """Update the model, call this method when one step is completed.
+        """
+        if self.progress == 100:
+            return False
+
+        self.completed += 1
+        self.progress = ( float(self.completed) / float(self.steps) ) * 100
+        self.progress = int(self.progress)
+
+        return True
+
+
+class ProgressIndicator:
+    """An abstraction of a View for the Progress Model
+    """
+    def __init__(self):
+
+        # Use a refresh rate so we do not show the progress at
+        # every update, but every 'self.refresh_rate' times.
+        self.refresh_rate = 10
+        self.shows_counter = 0
+
+        self.quiet = False
+
+        self.progressModel = None
+
+    def setQuiet(self, value):
+        self.quiet = value
+
+    def setActivity(self, name, steps):
+        """Initialize the Model.
+
+        In a future version (with subactivities-progress support) this method
+        could only set the current activity.
+        """
+        self.progressModel = Progress()
+        self.progressModel.setName(name)
+        self.progressModel.setSteps(steps)
+
+    def getActivity(self):
+        return self.progressModel
+
+    def update(self):
+        """Update the model and show the actual progress.
+        """
+        assert(self.progressModel)
+
+        if self.progressModel.update():
+            if self.quiet:
+                return
+
+            self.show(self.progressModel.getProgress(),
+                    self.progressModel.getName())
+
+        # We return always True here so we can call the update() method also
+        # from lambda funcs (putting the call in logical AND with other ops)
+        return True
+
+    def show(self, progress, name=""):
+        self.shows_counter = (self.shows_counter + 1) % self.refresh_rate
+        if self.shows_counter != 0:
+            return
+
+        if progress == 100:
+            self.shows_counter = -1
+
+
+class ConsoleProgressIndicator(ProgressIndicator):
+    """Show a progress bar on stderr, a la wget.
+    """
+    def __init__(self):
+        ProgressIndicator.__init__(self)
+
+        self.swirl_chars = ["-", "\\", "|", "/"]
+        self.swirl_count = -1
+
+    def show(self, progress, name):
+        ProgressIndicator.show(self, progress, name)
+        
+        bar_length = 70
+        bar_progress = int( (progress/100.0) * bar_length )
+        bar = ("=" * bar_progress).ljust(bar_length)
+
+        self.swirl_count = (self.swirl_count+1)%len(self.swirl_chars)
+        swirl_char = self.swirl_chars[self.swirl_count]
+
+        progress_bar = "%s |%s| %c %3d%%" % (name, bar, swirl_char, progress)
+
+        sys.stderr.write(progress_bar+"\r")
+        if progress == 100:
+            sys.stderr.write("\n")
+
+
+class GraphicalProgressIndicator(ProgressIndicator):
+    """Interface to the Blender.Window.DrawProgressBar() method.
+    """
+    def __init__(self):
+        ProgressIndicator.__init__(self)
+
+        #self.swirl_chars = ["-", "\\", "|", "/"]
+        # We have to use letters with the same width, for now!
+        # Blender progress bar considers the font widths when
+        # calculating the progress bar width.
+        self.swirl_chars = ["\\", "/"]
+        self.swirl_count = -1
+
+    def show(self, progress, name):
+        ProgressIndicator.show(self, progress)
+
+        self.swirl_count = (self.swirl_count+1)%len(self.swirl_chars)
+        swirl_char = self.swirl_chars[self.swirl_count]
+
+        progress_text = "%s - %c %3d%%" % (name, swirl_char, progress)
+
+        # Finally draw  the Progress Bar
+        Window.WaitCursor(1) # Maybe we can move that call in the constructor?
+        Window.DrawProgressBar(progress/100.0, progress_text)
+
+        if progress == 100:
+            Window.DrawProgressBar(1, progress_text)
+            Window.WaitCursor(0)
+
 
 
 # ---------------------------------------------------------------------
 #
 
 
 # ---------------------------------------------------------------------
 #
-## 2DObject representation class
+## 2D Object representation class
 #
 # ---------------------------------------------------------------------
 
 #
 # ---------------------------------------------------------------------
 
@@ -251,11 +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
@@ -271,13 +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):
-        self.file.close()
         return
 
     def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
         return
 
     def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
@@ -293,10 +1250,12 @@ class SVGVectorWriter(VectorWriter):
     """A concrete class for writing SVG output.
     """
 
     """A concrete class for writing SVG output.
     """
 
-    def __init__(self, file):
+    def __init__(self, fileName):
         """Simply call the parent Contructor.
         """
         """Simply call the parent Contructor.
         """
-        VectorWriter.__init__(self, file)
+        VectorWriter.__init__(self, fileName)
+
+        self.file = None
 
 
     ##
 
 
     ##
@@ -307,6 +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):
@@ -314,6 +1276,12 @@ class SVGVectorWriter(VectorWriter):
         """
         self._printFooter()
 
         """
         self._printFooter()
 
+        if self.file:
+            self.file.close()
+
+        # remember to call the close method of the parent as last
+        VectorWriter.close(self)
+
         
     def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
             showHiddenEdges=False):
         
     def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
             showHiddenEdges=False):
@@ -334,6 +1302,7 @@ 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'):
@@ -383,23 +1352,25 @@ class SVGVectorWriter(VectorWriter):
         """Print SVG header."""
 
         self.file.write("<?xml version=\"1.0\"?>\n")
         """Print SVG header."""
 
         self.file.write("<?xml version=\"1.0\"?>\n")
-        self.file.write("<!DOCTYPE svg PUBLIC \"-//W3C//DTD SVG 1.1//EN\"\n")
-        self.file.write("\t\"http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd\">\n")
-        self.file.write("<svg version=\"1.1\"\n")
+        self.file.write("<!DOCTYPE svg PUBLIC \"-//W3C//DTD SVG 1.0//EN\"\n")
+        self.file.write("\t\"http://www.w3.org/TR/2001/REC-SVG-20010904/DTD/svg10.dtd\">\n")
+        self.file.write("<svg version=\"1.0\"\n")
         self.file.write("\txmlns=\"http://www.w3.org/2000/svg\"\n")
         self.file.write("\txmlns=\"http://www.w3.org/2000/svg\"\n")
-        self.file.write("\twidth=\"%d\" height=\"%d\" streamable=\"true\">\n\n" %
+        self.file.write("\twidth=\"%d\" height=\"%d\">\n\n" %
                 self.canvasSize)
 
         if self.animation:
                 self.canvasSize)
 
         if self.animation:
+            delay = 1000/self.fps
 
 
-            self.file.write("""\n<script><![CDATA[
+            self.file.write("""\n<script type="text/javascript"><![CDATA[
             globalStartFrame=%d;
             globalEndFrame=%d;
 
             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)
@@ -425,14 +1396,14 @@ class SVGVectorWriter(VectorWriter):
               }
             }
             \n]]></script>\n
               }
             }
             \n]]></script>\n
-            \n""" % (self.startFrame, self.endFrame, self.startFrame) )
+            \n""")
                 
     def _printFooter(self):
         """Print the SVG footer."""
 
         self.file.write("\n</svg>\n")
 
                 
     def _printFooter(self):
         """Print the SVG footer."""
 
         self.file.write("\n</svg>\n")
 
-    def _printPolygons(self, mesh):
+    def _printPolygons(self, mesh): 
         """Print the selected (visible) polygons.
         """
 
         """Print the selected (visible) polygons.
         """
 
@@ -443,37 +1414,54 @@ 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("<polygon points=\"")
+            self.file.write("<path d=\"")
 
 
-            for v in face:
+            #p = self._calcCanvasCoord(face.verts[0])
+            p = self._calcCanvasCoord(face.v[0])
+            self.file.write("M %g,%g L " % (p[0], p[1]))
+
+            for v in face.v[1:]:
                 p = self._calcCanvasCoord(v)
                 self.file.write("%g,%g " % (p[0], p[1]))
             
             # get rid of the last blank space, just cosmetics here.
             self.file.seek(-1, 1) 
                 p = self._calcCanvasCoord(v)
                 self.file.write("%g,%g " % (p[0], p[1]))
             
             # get rid of the last blank space, just cosmetics here.
             self.file.seek(-1, 1) 
-            self.file.write("\"\n")
+            self.file.write(" z\"\n")
             
             # take as face color the first vertex color
             
             # take as face color the first vertex color
-            # TODO: the average of vetrex colors?
             if face.col:
                 fcol = face.col[0]
             if face.col:
                 fcol = face.col[0]
-                color = [fcol.r, fcol.g, fcol.b]
+                color = [fcol.r, fcol.g, fcol.b, fcol.a]
             else:
             else:
-                color = [255, 255, 255]
+                color = [255, 255, 255, 255]
+
+            # 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)
+                #opacity_string = "opacity: %g;" % (opacity)
+
+            self.file.write("\tstyle=\"fill:" + str_col + ";")
+            self.file.write(opacity_string)
 
             # 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 = 1.0
 
 
-            self.file.write("\tstyle=\"fill:rgb("+str(color[0])+","+str(color[1])+","+str(color[2])+");")
-            if POLYGON_EXPANSION_TRICK:
-                self.file.write(" stroke:rgb("+str(stroke_col[0])+","+str(stroke_col[1])+","+str(stroke_col[2])+");")
-                self.file.write(" stroke-width:"+str(stroke_width)+";\n")
+            # 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")
                 self.file.write(" stroke-linecap:round;stroke-linejoin:round")
+
             self.file.write("\"/>\n")
 
         self.file.write("</g>\n")
             self.file.write("\"/>\n")
 
         self.file.write("</g>\n")
@@ -482,8 +1470,8 @@ 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")
 
@@ -491,8 +1479,7 @@ 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:
@@ -512,6 +1499,336 @@ class SVGVectorWriter(VectorWriter):
         self.file.write("</g>\n")
 
 
         self.file.write("</g>\n")
 
 
+## SWF Writer
+
+try:
+    from ming import *
+    SWFSupported = True
+except:
+    SWFSupported = False
+
+class SWFVectorWriter(VectorWriter):
+    """A concrete class for writing SWF output.
+    """
+
+    def __init__(self, fileName):
+        """Simply call the parent Contructor.
+        """
+        VectorWriter.__init__(self, fileName)
+
+        self.movie = None
+        self.sprite = None
+
+
+    ##
+    # Public Methods
+    #
+
+    def open(self, startFrame=1, endFrame=1):
+        """Do some initialization operations.
+        """
+        VectorWriter.open(self, startFrame, endFrame)
+        self.movie = SWFMovie()
+        self.movie.setDimension(self.canvasSize[0], self.canvasSize[1])
+        if self.animation:
+            self.movie.setRate(self.fps)
+            numframes = endFrame - startFrame + 1
+            self.movie.setFrames(numframes)
+
+    def close(self):
+        """Do some finalization operation.
+        """
+        self.movie.save(self.outputFileName)
+
+        # 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()
+
+        if self.sprite:
+            self.movie.remove(self.sprite)
+
+        sprite = SWFSprite()
+
+        for obj in Objects:
+
+            if(obj.getType() != 'Mesh'):
+                continue
+
+            mesh = obj.getData(mesh=1)
+
+            if doPrintPolygons:
+                self._printPolygons(mesh, sprite)
+
+            if doPrintEdges:
+                self._printEdges(mesh, sprite, showHiddenEdges)
+            
+        sprite.nextFrame()
+        i = self.movie.add(sprite)
+        # Remove the instance the next time
+        self.sprite = i
+        if self.animation:
+            self.movie.nextFrame()
+
+    
+    ##  
+    # 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, sprite): 
+        """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, fcol.g, fcol.b, fcol.a]
+            else:
+                color = [255, 255, 255, 255]
+
+            s = SWFShape()
+            f = s.addFill(color[0], color[1], color[2], color[3])
+            s.setRightFill(f)
+
+            # The starting point of the shape
+            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])
+
+            s.end()
+            sprite.add(s)
+
+
+    def _printEdges(self, mesh, sprite, showHiddenEdges=False):
+        """Print the wireframe using mesh edges.
+        """
+
+        stroke_width = config.edges['WIDTH']
+        stroke_col = config.edges['COLOR']
+
+        s = SWFShape()
+
+        for e in mesh.edges:
+
+            # 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)
+            
+            if e.sel == 0:
+                if showHiddenEdges == False:
+                    continue
+                else:
+                    # SWF does not support dashed lines natively, so -for now-
+                    # draw hidden lines thinner and half-trasparent
+                    s.setLine(stroke_width/2, stroke_col[0], stroke_col[1],
+                            stroke_col[2], 128)
+
+            p1 = self._calcCanvasCoord(e.v1)
+            p2 = self._calcCanvasCoord(e.v2)
+
+            s.movePenTo(p1[0], p1[1])
+            s.drawLineTo(p2[0], p2[1])
+
+        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])
+
+
 
 # ---------------------------------------------------------------------
 #
 
 # ---------------------------------------------------------------------
 #
@@ -519,8 +1836,27 @@ 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
+if SWFSupported:
+    outputWriters['SWF'] = SWFVectorWriter
+if PDFSupported:
+    outputWriters['PDF'] = PDFVectorWriter
+
+
 class Renderer:
 class Renderer:
-    """Render a scene viewed from a given camera.
+    """Render a scene viewed from the active camera.
     
     This class is responsible of the rendering process, transformation and
     projection of the objects in the scene are invoked by the renderer.
     
     This class is responsible of the rendering process, transformation and
     projection of the objects in the scene are invoked by the renderer.
@@ -531,7 +1867,7 @@ class Renderer:
     def __init__(self):
         """Make the rendering process only for the current scene by default.
 
     def __init__(self):
         """Make the rendering process only for the current scene by default.
 
-        We will work on a copy of the scene, be sure that the current scene do
+        We will work on a copy of the scene, to be sure that the current scene do
         not get modified in any way.
         """
 
         not get modified in any way.
         """
 
@@ -547,15 +1883,18 @@ 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()
         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)
 
@@ -568,17 +1907,17 @@ class Renderer:
         """Render picture or animation and write it out.
         
         The parameters are:
         """Render picture or animation and write it out.
         
         The parameters are:
-            - a Vector writer object than will be used to output the result.
+            - a Vector writer object that will be used to output the result.
             - a flag to tell if we want to render an animation or only the
               current frame.
         """
         
         context = self._SCENE.getRenderingContext()
             - a flag to tell if we want to render an animation or only the
               current frame.
         """
         
         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:
@@ -587,91 +1926,116 @@ 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!"
-        for f in range(startFrame, endFrame+1):
-            context.currentFrame(f)
+        print "Start Rendering of %d frames" % (endFrame-startFrame+1)
+        for f in xrange(startFrame, endFrame+1):
+            print "\n\nFrame: %d" % 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)
+
+            # 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,
+            # so we should remember to apply modelview transformations
+            # _before_ we do projection transformations.
+            self.proj = Projector(self.cameraObj, self.canvasRatio)
+
+            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
 
 
-            renderedScene = self.doRenderScene(self._SCENE)
             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
+            # delete the rendered scene
             self._SCENE.makeCurrent()
             Scene.unlink(renderedScene)
             del renderedScene
 
         outputWriter.close()
         print "Done!"
             self._SCENE.makeCurrent()
             Scene.unlink(renderedScene)
             del renderedScene
 
         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
 
 
-        # Convert geometric object types to mesh Objects
-        geometricObjTypes = ['Mesh', 'Surf', 'Curve'] # TODO: add the Text type
-        Objects = workScene.getChildren()
-        objList = [ o for o in Objects if o.getType() in geometricObjTypes ]
-        for obj in objList:
-            old_obj = obj
-            obj = self._convertToRawMeshObj(obj)
-            workScene.link(obj)
-            workScene.unlink(old_obj)
+        self._doSceneClipping(workScene)
 
 
+        self._doConvertGeometricObjsToMesh(workScene)
 
 
-        # FIXME: does not work!!, Blender segfaults on joins
-        if OPTIMIZE_FOR_SPACE:
+        if config.output['JOIN_OBJECTS']:
             self._joinMeshObjectsInScene(workScene)
 
             self._joinMeshObjectsInScene(workScene)
 
-        
-        # global processing of the scene
-        self._doClipping()
-
         self._doSceneDepthSorting(workScene)
         
         # Per object activities
         self._doSceneDepthSorting(workScene)
         
         # Per object activities
+
         Objects = workScene.getChildren()
         Objects = workScene.getChildren()
+        print "Total Objects: %d" % len(Objects)
+        for i,obj in enumerate(Objects):
+            print "\n\n-------"
+            print "Rendering Object: %d" % i
 
 
-        for obj in Objects:
-            
-            if obj.getType() not in geometricObjTypes:
-                print "Only geometric Objects supported! - Skipping type:", obj.getType()
+            if obj.getType() != 'Mesh':
+                print "Only Mesh supported! - Skipping type:", obj.getType()
                 continue
 
             print "Rendering: ", obj.getName()
 
                 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._doProjection(mesh, proj)
-            
+            # When doing HSR with NEWELL we may want to flip all normals
+            # toward the viewer
+            if config.polygons['HSR'] == "NEWELL":
+                for f in mesh.faces:
+                    f.sel = 1-f.sel
+                mesh.flipNormals()
+                for f in mesh.faces:
+                    f.sel = 1
+
+            self._doLighting(mesh)
+
+            # Do "projection" now so we perform further processing
+            # in Normalized View Coordinates
+            self._doProjection(mesh, self.proj)
+
+            self._doViewFrustumClipping(mesh)
+
+            self._doHiddenSurfaceRemoval(mesh)
+
+            self._doEdgesStyle(mesh, edgeStyles[config.edges['STYLE']])
+
             # Update the object data, important! :)
             mesh.update()
 
             # Update the object data, important! :)
             mesh.update()
 
@@ -684,19 +2048,15 @@ class Renderer:
 
     # Utility methods
 
 
     # Utility methods
 
-    def _worldPosition(self, obj):
+    def _getObjPosition(self, obj):
         """Return the obj position in World coordinates.
         """
         return obj.matrix.translationPart()
 
         """Return the obj position in World coordinates.
         """
         return obj.matrix.translationPart()
 
-    def _cameraWorldPosition(self):
-        """Return the camera position in World coordinates.
-
-        This trick is needed when the camera follows a path and then
-        camera.loc does not correspond to the current real position of the
-        camera in the world.
+    def _cameraViewVector(self):
+        """Get the View Direction form the camera matrix.
         """
         """
-        return self._worldPosition(self.cameraObj)
+        return Vector(self.cameraObj.matrix[2]).resize3D()
 
 
     # Faces methods
 
 
     # Faces methods
@@ -722,25 +2082,21 @@ class Renderer:
         """
 
         normal = Vector(face.no)
         """
 
         normal = Vector(face.no)
-        c = self._cameraWorldPosition()
-
-        # View vector in orthographics projections can be considered simply as the
-        # camera position
-        view_vect = Vector(c)
-        #if self.cameraObj.data.getType() == 1:
-        #    view_vect = Vector(c)
-
-        # View vector as in perspective projections
-        # it is the difference between the camera position and one point of
-        # the face, we choose the farthest point.
-        # TODO: make the code more pythonic :)
+        camPos = self._getObjPosition(self.cameraObj)
+        view_vect = None
+
+        # View Vector in orthographics projections is the view Direction of
+        # the camera
+        if self.cameraObj.data.getType() == 1:
+            view_vect = self._cameraViewVector()
+
+        # View vector in perspective projections can be considered as
+        # the difference between the camera position and one point of
+        # the face, we choose the farthest point from the camera.
         if self.cameraObj.data.getType() == 0:
         if self.cameraObj.data.getType() == 0:
-            max_len = 0
-            for vect in face:
-                vv = Vector(c) - Vector(vect.co)
-                if vv.length > max_len:
-                    max_len = vv.length
-                    view_vect = vv
+            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
@@ -753,11 +2109,87 @@ class Renderer:
 
     # Scene methods
 
 
     # Scene methods
 
-    def _doClipping(self):
-        """Clip object against the View Frustum.
+    def _doSceneClipping(self, scene):
+        """Clip whole objects against the View Frustum.
+
+        For now clip away only objects according to their center position.
         """
         """
-        print "TODO: _doClipping()"
-        return
+
+        cam_pos = self._getObjPosition(self.cameraObj)
+        view_vect = self._cameraViewVector()
+
+        near = self.cameraObj.data.clipStart
+        far  = self.cameraObj.data.clipEnd
+
+        aspect = float(self.canvasRatio[0])/float(self.canvasRatio[1])
+        fovy = atan(0.5/aspect/(self.cameraObj.data.lens/32))
+        fovy = fovy * 360.0/pi
+
+        Objects = scene.getChildren()
+        for o in Objects:
+            if o.getType() != 'Mesh': continue;
+
+            """
+            obj_vect = Vector(cam_pos) - self._getObjPosition(o)
+
+            d = obj_vect*view_vect
+            theta = AngleBetweenVecs(obj_vect, view_vect)
+            
+            # 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.
+        """
+        geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text']
+        #geometricObjTypes = ['Mesh', 'Surf', 'Curve']
+
+        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.
@@ -765,42 +2197,65 @@ class Renderer:
         The object sorting is done accordingly to the object centers.
         """
 
         The object sorting is done accordingly to the object centers.
         """
 
-        c = self._cameraWorldPosition()
+        c = self._getObjPosition(self.cameraObj)
 
 
-        Objects = scene.getChildren()
+        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)
+            )
 
 
-        #Objects.sort(lambda obj1, obj2: 
-        #        cmp((Vector(obj1.loc) - Vector(c)).length,
-        #            (Vector(obj2.loc) - Vector(c)).length
-        #            )
-        #        )
-        
-        Objects.sort(lambda obj1, obj2: 
-                cmp((self._worldPosition(obj1) - Vector(c)).length,
-                    (self._worldPosition(obj2) - Vector(c)).length
-                    )
+        # 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.sort(by_obj_center_pos)
+        Objects.sort(by_nearest_bbox_point)
         
         # update the scene
         for o in Objects:
             scene.unlink(o)
             scene.link(o)
         
         # update the scene
         for o in Objects:
             scene.unlink(o)
             scene.link(o)
-    
 
     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.
         """
-        bigObj = Object.New('Mesh', 'BigOne')
+
         oList = [o for o in scene.getChildren() if o.getType()=='Mesh']
         oList = [o for o in scene.getChildren() if o.getType()=='Mesh']
-        print "Before join", oList
-        bigObj.join(oList)
-        print "After join"
+
+        # 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)
+
         scene.link(bigObj)
         scene.link(bigObj)
+
+        try:
+            bigObj.join(oList)
+        except RuntimeError:
+            print "\nWarning! - Can'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)
 
+        scene.update()
+
  
  
-    # Per object methods
+    # Per object/mesh methods
 
     def _convertToRawMeshObj(self, object):
         """Convert geometry based object to a mesh object.
 
     def _convertToRawMeshObj(self, object):
         """Convert geometry based object to a mesh object.
@@ -811,42 +2266,27 @@ class Renderer:
         newObject = Object.New('Mesh', 'RawMesh_'+object.name)
         newObject.link(me)
 
         newObject = Object.New('Mesh', 'RawMesh_'+object.name)
         newObject.link(me)
 
+        # If the object has no materials set a default material
+        if not me.materials:
+            me.materials = [Material.New()]
+            #for f in me.faces: f.mat = 0
+
         newObject.setMatrix(object.getMatrix())
 
         return newObject
 
         newObject.setMatrix(object.getMatrix())
 
         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._cameraWorldPosition()
-
-        # hackish sorting of faces
-        mesh.faces.sort(
-            lambda f1, f2:
-                # Sort faces according to the min distance from the camera
-                #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 max distance from the camera
-                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 avg distance from the camera
-                #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)))
+        # 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!"
 
 
-        mesh.faces.reverse()
+        mesh.transform(matrix, True)
 
     def _doBackFaceCulling(self, mesh):
         """Simple Backface Culling routine.
 
     def _doBackFaceCulling(self, mesh):
         """Simple Backface Culling routine.
@@ -855,7 +2295,8 @@ class Renderer:
         select the vertices belonging to visible faces.
         """
         
         select the vertices belonging to visible faces.
         """
         
-        # Select all vertices, so edges without faces can be displayed
+        # Select all vertices, so edges can be displayed even if there are no
+        # faces
         for v in mesh.verts:
             v.sel = 1
         
         for v in mesh.verts:
             v.sel = 1
         
@@ -866,43 +2307,24 @@ 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 class 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
-
-        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.
+    def _doLighting(self, mesh):
+        """Apply an Illumination and shading 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
-        
-        # TODO: use multiple lighting sources
-        light_obj = self.lights[0]
-        light_pos = self._worldPosition(light_obj)
-        light = light_obj.data
 
 
-        camPos = self._cameraWorldPosition()
-        
+        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:
@@ -916,115 +2338,769 @@ class Renderer:
                 mat = materials[f.mat]
 
             # A new default material
                 mat = materials[f.mat]
 
             # A new default material
-            if not mat:
+            if mat == None:
                 mat = Material.New('defMat')
                 mat = Material.New('defMat')
+
+            # Check if it is a shadeless material
+            elif mat.getMode() & Material.Modes['SHADELESS']:
+                I = mat.getRGBCol()
+                # Convert to a value between 0 and 255
+                tmp_col = [ int(c * 255.0) for c in I]
+
+                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]
+
+                continue
+
+
+            # do vertex color calculation
+
+            TotDiffSpec = Vector([0.0, 0.0, 0.0])
+
+            for l in self.lights:
+                light_obj = l
+                light_pos = self._getObjPosition(l)
+                light = light_obj.getData()
             
             
-            L = Vector(light_pos).normalize()
+                L = Vector(light_pos).normalize()
+
+                V = (Vector(camPos) - Vector(f.cent)).normalize()
+
+                N = Vector(f.no).normalize()
+
+                if config.polygons['SHADING'] == 'TOON':
+                    NL = ShadingUtils.toonShading(N*L)
+                else:
+                    NL = (N*L)
+
+                # Should we use NL instead of (N*L) here?
+                R = 2 * (N*L) * N - L
+
+                Ip = light.getEnergy()
+
+                # Diffuse co-efficient
+                kd = mat.getRef() * Vector(mat.getRGBCol())
+                for i in [0, 1, 2]:
+                    kd[i] *= light.col[i]
 
 
-            V = (Vector(camPos) - Vector(f.v[0].co)).normalize()
+                Idiff = Ip * kd * max(0, NL)
 
 
-            N = Vector(f.no).normalize()
 
 
-            R = 2 * (N*L) * N - L
+                # Specular component
+                ks = mat.getSpec() * Vector(mat.getSpecCol())
+                ns = mat.getHardness()
+                Ispec = Ip * ks * pow(max(0, (V*R)), ns)
+
+                TotDiffSpec += (Idiff+Ispec)
 
 
-            # TODO: Attenuation factor (not used for now)
-            a0 = 1; a1 = 0.0; a2 = 0.0
-            d = (Vector(f.v[0].co) - Vector(light_pos)).length
-            fd = min(1, 1.0/(a0 + a1*d + a2*d*d))
 
             # Ambient component
 
             # Ambient component
-            Ia = 1.0
-            ka = mat.getAmb() * Vector([0.1, 0.1, 0.1])
-            Iamb = Ia * ka
-            
-            # Diffuse component (add light.col for kd)
-            kd = mat.getRef() * Vector(mat.getRGBCol())
-            Ip = light.getEnergy()
-            Idiff = Ip * kd * (N*L)
-            
-            # Specular component
-            ks = mat.getSpec() * Vector(mat.getSpecCol())
-            ns = mat.getHardness()
-            Ispec = Ip * ks * pow((V * R), ns)
+            Iamb = Vector(Blender.World.Get()[0].getAmb())
+            ka = mat.getAmb()
 
 
-            # Emissive component
+            # Emissive component (convert to a triplet)
             ki = Vector([mat.getEmit()]*3)
 
             ki = Vector([mat.getEmit()]*3)
 
-            I = ki + Iamb + Idiff + Ispec
+            #I = ki + Iamb + (Idiff + Ispec)
+            I = ki + (ka * Iamb) + TotDiffSpec
+
+
+            # 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]
-            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)
-
-    def _doEdgesStyle(self, mesh, style):
-        """Process Mesh Edges. (For now copy the edge data, in next version it
-        can be a place where recognize silouhettes and/or contours).
+            # Convert to a value between 0 and 255
+            tmp_col = [ int(c * 255.0) for c in I]
 
 
-        input: an edge list
-        return: a processed edge list
-        """
-        #print "\tTODO: _doEdgeStyle()"
-        return
+            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):
 
     def _doProjection(self, mesh, projector):
-        """Calculate the Projection for the object.
+        """Apply Viewing and Projection tranformations.
         """
         """
-        # TODO: maybe using the object.transform() can be faster?
 
         for v in mesh.verts:
 
         for v in mesh.verts:
-            p = projector.doProjection(v.co)
+            p = projector.doProjection(v.co[:])
             v.co[0] = p[0]
             v.co[1] = p[1]
             v.co[2] = p[2]
 
             v.co[0] = p[0]
             v.co[1] = p[1]
             v.co[2] = p[2]
 
+        #mesh.recalcNormals()
+        #mesh.update()
+
+        # 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.
+        """
+
+        # 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.
+
+        This simple mesthod is known also as the painter algorithm, and it
+        solves HSR correctly only for convex meshes.
+        """
+
+        #global progress
+
+        # The sorting requires circa n*log(n) steps
+        n = len(mesh.faces)
+        progress.setActivity("HSR: Painter", n*log(n))
+
+        by_furthest_z = (lambda f1, f2: progress.update() and
+                cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])+EPS)
+                )
+
+        # FIXME: using NMesh to sort faces. We should avoid that!
+        nmesh = NMesh.GetRaw(mesh.name)
+
+        # remember that _higher_ z values mean further points
+        nmesh.faces.sort(by_furthest_z)
+        nmesh.faces.reverse()
+
+        nmesh.update()
+
+
+    def __newellDepthSort(self, mesh):
+        """Newell's depth sorting.
+
+        """
+
+        #global progress
+
+        # Find non planar quads and convert them to triangle
+        #for f in mesh.faces:
+        #    f.sel = 0
+        #    if is_nonplanar_quad(f.v):
+        #        print "NON QUAD??"
+        #        f.sel = 1
+
+
+        # Now reselect all faces
+        for f in mesh.faces:
+            f.sel = 1
+        mesh.quadToTriangle()
+
+        # FIXME: using NMesh to sort faces. We should avoid that!
+        nmesh = NMesh.GetRaw(mesh.name)
+
+        # remember that _higher_ z values mean further points
+        nmesh.faces.sort(by_furthest_z)
+        nmesh.faces.reverse()
+
+        # Begin depth sort tests
+
+        # use the smooth flag to set marked faces
+        for f in nmesh.faces:
+            f.smooth = 0
+
+        facelist = nmesh.faces[:]
+        maplist = []
+
+
+        # The steps are _at_least_ equal to len(facelist), we do not count the
+        # feces coming out from splitting!!
+        progress.setActivity("HSR: Newell", len(facelist))
+        #progress.setQuiet(True)
+
+        
+        while len(facelist):
+            debug("\n----------------------\n")
+            debug("len(facelits): %d\n" % len(facelist))
+            P = facelist[0]
+
+            pSign = sign(P.normal[2])
+
+            # We can discard faces parallel to the view vector
+            #if P.normal[2] == 0:
+            #    facelist.remove(P)
+            #    continue
+
+            split_done = 0
+            face_marked = 0
+
+            for Q in facelist[1:]:
+
+                debug("P.smooth: " + str(P.smooth) + "\n")
+                debug("Q.smooth: " + str(Q.smooth) + "\n")
+                debug("\n")
+
+                qSign = sign(Q.normal[2])
+                # TODO: check also if Q is parallel??
+                # Test 0: We need to test only those Qs whose furthest vertex
+                # is closer to the observer than the closest vertex of P.
+
+                zP = [v.co[2] for v in P.v]
+                zQ = [v.co[2] for v in Q.v]
+                notZOverlap = min(zP) > max(zQ) + EPS
+
+                if notZOverlap:
+                    debug("\nTest 0\n")
+                    debug("NOT Z OVERLAP!\n")
+                    if Q.smooth == 0:
+                        # If Q is not marked then we can safely print P
+                        break
+                    else:
+                        debug("met a marked face\n")
+                        continue
+
+                # Test 1: X extent overlapping
+                xP = [v.co[0] for v in P.v]
+                xQ = [v.co[0] for v in Q.v]
+                #notXOverlap = (max(xP) <= min(xQ)) or (max(xQ) <= min(xP))
+                notXOverlap = (min(xQ) >= max(xP)-EPS) or (min(xP) >= max(xQ)-EPS)
+
+                if notXOverlap:
+                    debug("\nTest 1\n")
+                    debug("NOT X OVERLAP!\n")
+                    continue
+
+
+                # Test 2: Y extent Overlapping
+                yP = [v.co[1] for v in P.v]
+                yQ = [v.co[1] for v in Q.v]
+                #notYOverlap = (max(yP) <= min(yQ)) or (max(yQ) <= min(yP))
+                notYOverlap = (min(yQ) >= max(yP)-EPS) or (min(yP) >= max(yQ)-EPS)
+
+                if notYOverlap:
+                    debug("\nTest 2\n")
+                    debug("NOT Y OVERLAP!\n")
+                    continue
+                
+
+                # Test 3: P vertices are all behind the plane of Q
+                n = 0
+                for Pi in P:
+                    d = qSign * HSR.Distance(Vector(Pi), Q)
+                    if d <= EPS:
+                        n += 1
+                pVerticesBehindPlaneQ = (n == len(P))
+
+                if pVerticesBehindPlaneQ:
+                    debug("\nTest 3\n")
+                    debug("P BEHIND Q!\n")
+                    continue
+
+
+                # Test 4: Q vertices in front of the plane of P
+                n = 0
+                for Qi in Q:
+                    d = pSign * HSR.Distance(Vector(Qi), P)
+                    if d >= -EPS:
+                        n += 1
+                qVerticesInFrontPlaneP = (n == len(Q))
+
+                if qVerticesInFrontPlaneP:
+                    debug("\nTest 4\n")
+                    debug("Q IN FRONT OF P!\n")
+                    continue
+
+
+                # Test 5: Check if projections of polygons effectively overlap,
+                # in previous tests we checked only bounding boxes.
+
+                #if not projectionsOverlap(P, Q):
+                if not ( HSR.projectionsOverlap(P, Q) or HSR.projectionsOverlap(Q, P)):
+                    debug("\nTest 5\n")
+                    debug("Projections do not overlap!\n")
+                    continue
+
+                # We still can't say if P obscures Q.
+
+                # But if Q is marked we do a face-split trying to resolve a
+                # difficulty (maybe a visibility cycle).
+                if Q.smooth == 1:
+                    # Split P or Q
+                    debug("Possibly a cycle detected!\n")
+                    debug("Split here!!\n")
+
+                    facelist = HSR.facesplit(P, Q, facelist, nmesh)
+                    split_done = 1
+                    break 
+
+                # The question now is: Does Q obscure P?
+
+
+                # Test 3bis: Q vertices are all behind the plane of P
+                n = 0
+                for Qi in Q:
+                    d = pSign * HSR.Distance(Vector(Qi), P)
+                    if d <= EPS:
+                        n += 1
+                qVerticesBehindPlaneP = (n == len(Q))
+
+                if qVerticesBehindPlaneP:
+                    debug("\nTest 3bis\n")
+                    debug("Q BEHIND P!\n")
+
+
+                # Test 4bis: P vertices in front of the plane of Q
+                n = 0
+                for Pi in P:
+                    d = qSign * HSR.Distance(Vector(Pi), Q)
+                    if d >= -EPS:
+                        n += 1
+                pVerticesInFrontPlaneQ = (n == len(P))
+
+                if pVerticesInFrontPlaneQ:
+                    debug("\nTest 4bis\n")
+                    debug("P IN FRONT OF Q!\n")
+
+                
+                # We don't even know if Q does obscure P, so they should
+                # intersect each other, split one of them in two parts.
+                if not qVerticesBehindPlaneP and not pVerticesInFrontPlaneQ:
+                    debug("\nSimple Intersection?\n")
+                    debug("Test 3bis or 4bis failed\n")
+                    debug("Split here!!2\n")
+
+                    facelist = HSR.facesplit(P, Q, facelist, nmesh)
+                    split_done = 1
+                    break 
+                    
+                facelist.remove(Q)
+                facelist.insert(0, Q)
+                Q.smooth = 1
+                face_marked = 1
+                debug("Q marked!\n")
+                break
+            # Write P!                     
+            if split_done == 0 and face_marked == 0:
+                facelist.remove(P)
+                maplist.append(P)
+                dumpfaces(maplist, "dump"+str(len(maplist)).zfill(4)+".svg")
+
+                progress.update()
+
+            if len(facelist) == 870:
+                dumpfaces([P, Q], "loopdebug.svg")
+
+
+            #if facelist == None:
+            #    maplist = [P, Q]
+            #    print [v.co for v in P]
+            #    print [v.co for v in Q]
+            #    break
+
+            # end of while len(facelist)
+         
+
+        nmesh.faces = maplist
+        #for f in nmesh.faces:
+        #    f.sel = 1
+
+        nmesh.update()
+
+
+    def _doHiddenSurfaceRemoval(self, mesh):
+        """Do HSR for the given mesh.
+        """
+        if len(mesh.faces) == 0:
+            return
+
+        if config.polygons['HSR'] == 'PAINTER':
+            print "\nUsing the Painter algorithm for HSR."
+            self.__simpleDepthSort(mesh)
+
+        elif config.polygons['HSR'] == 'NEWELL':
+            print "\nUsing the Newell's algorithm for HSR."
+            self.__newellDepthSort(mesh)
+
+
+    def _doEdgesStyle(self, mesh, edgestyleSelect):
+        """Process Mesh Edges accroding to a given selection style.
+
+        Examples of algorithms:
+
+        Contours:
+            given an edge if its adjacent faces have the same normal (that is
+            they are complanar), than deselect it.
+
+        Silhouettes:
+            given an edge if one its adjacent faces is frontfacing and the
+            other is backfacing, than select it, else deselect.
+        """
+
+        Mesh.Mode(Mesh.SelectModes['EDGE'])
+
+        edge_cache = MeshUtils.buildEdgeFaceUsersCache(mesh)
+
+        for i,edge_faces in enumerate(edge_cache):
+            mesh.edges[i].sel = 0
+            if edgestyleSelect(edge_faces):
+                mesh.edges[i].sel = 1
+
+        """
+        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. Version %s." %
+                __version__)
+        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("%s (c) 2006" % __author__)
+
+    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]
+            # 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.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__":
-    
-    import os
-    outputfile = os.path.splitext(Blender.Get('filename'))[0]+".svg"
 
 
-    # with this trick we can run the script in batch mode
-    try:
-        vectorize_gui(outputfile)
-    except:
+    global progress
+
+    outputfile = ""
+    basename = Blender.sys.basename(Blender.Get('filename'))
+    if basename != "":
+        outputfile = Blender.sys.splitext(basename)[0] + "." + str(config.output['FORMAT']).lower()
+
+    if Blender.mode == 'background':
+        progress = ConsoleProgressIndicator()
         vectorize(outputfile)
         vectorize(outputfile)
+    else:
+        progress = GraphicalProgressIndicator()
+        Draw.Register(GUI.draw, GUI.event, GUI.button_event)