示例#1
0
void SceneShape::sceneShapeAttributeNames( const MDagPath &p, SceneInterface::NameList &attributeNames )
{
	MDagPath dagPath;
	SceneShape *sceneShape = findScene( p, false, &dagPath );
	if ( !sceneShape )
	{
		return;
	}
	
	SceneInterface::NameList sceneAttrNames;
	ConstSceneInterfacePtr scene = sceneShape->getSceneInterface();
	if ( !scene )
	{
		return;
	}
	scene->attributeNames( sceneAttrNames );
	attributeNames.insert( attributeNames.end(), sceneAttrNames.begin(), sceneAttrNames.end() );
	
	MFnDagNode fnChildDag( dagPath );
	if( !fnChildDag.isIntermediateObject() && hasSceneShapeLink( p ) )
	{
		attributeNames.push_back( LinkedScene::linkAttribute );
	}
	
}
示例#2
0
bool SceneShape::hasSceneShapeObject( const MDagPath &p )
{
	MDagPath dagPath;
	SceneShape *sceneShape = findScene( p, true, &dagPath );
	if ( !sceneShape )
	{
		return false;
	}

	MFnDagNode fnChildDag( dagPath );
	MStatus st;
	MPlug objectOnlyPlug = fnChildDag.findPlug( aObjectOnly, &st );
	if( !st )
	{
		throw Exception( "Could not find 'objectOnly' plug in SceneShape!");
	}
			
	// if we're rendering object and children than it should only be represented as a link to the scene and no objects. 
	if( !objectOnlyPlug.asBool() )
	{
		return false;
	}
	
	IECore::ConstSceneInterfacePtr sceneInterface = sceneShape->getSceneInterface();
	if( !sceneInterface )
	{
		return false;
	}
	
	return sceneInterface->hasObject();
}
示例#3
0
bool SceneShape::hasSceneShapeLink( const MDagPath &p )
{
	MDagPath dagPath;
	SceneShape *sceneShape = findScene( p, true, &dagPath );
	if ( !sceneShape )
	{
		return false;
	}
	
	MFnDagNode fnChildDag( dagPath );
	MStatus st;
	MPlug objectOnlyPlug = fnChildDag.findPlug( aObjectOnly, &st );
	if( !st )
	{
		throw Exception( "Could not find 'objectOnly' plug in SceneShape!");
	}
			
	// if we're doing objects only, we just output the object directly, so we don't need link attributes... 
	if( objectOnlyPlug.asBool() )
	{
		return false;
	}

	if ( !sceneShape->getSceneInterface() )
	{
		return false;
	}
	
	// so if it's not object only, then we know the scene loads everything and we can create a link to it.
	return true;
}
示例#4
0
ConstObjectPtr SceneShape::readSceneShapeAttribute( const MDagPath &p, SceneInterface::Name attributeName )
{
	MDagPath dagPath;
	SceneShape *sceneShape = findScene( p, false, &dagPath );
	if ( !sceneShape )
	{
		return 0;
	}
	
	MFnDagNode fnChildDag( dagPath );
	if( attributeName == LinkedScene::linkAttribute )
	{
		if( !fnChildDag.isIntermediateObject() )
		{
			return readSceneShapeLink(p);
		}
	}
	
	ConstSceneInterfacePtr scene = sceneShape->getSceneInterface();
	if ( !scene )
	{
		return 0;
	}
	
	MPlug timePlug = fnChildDag.findPlug( aTime );
	MTime time;
	timePlug.getValue( time );
	return scene->readAttribute( attributeName, time.as( MTime::kSeconds ) );
}
示例#5
0
ConstObjectPtr SceneShape::readSceneShapeObject( const MDagPath &p )
{
	SceneShape *sceneShape = findScene( p, true );
	if ( !sceneShape )
	{
		return 0;
	}

	MPlug pTime( sceneShape->thisMObject(), aTime );
	MTime time;
	pTime.getValue( time );
	double t = time.as( MTime::kSeconds );
	return sceneShape->getSceneInterface()->readObject( t );
}
示例#6
0
void SceneShape::readTags( const MDagPath &p, SceneInterface::NameList &tags, int filter )
{
	SceneShape *sceneShape = findScene( p, false );
	if ( !sceneShape )
	{
		return;
	}
	
	const SceneInterface *scene = sceneShape->getSceneInterface().get();
	if ( !scene )
	{
		return;
	}
	
	scene->readTags( tags, filter );
}
示例#7
0
void SceneShape::readTags( const MDagPath &p, SceneInterface::NameList &tags, bool includeChildren )
{
	SceneShape *sceneShape = findScene( p, false );
	if ( !sceneShape )
	{
		return;
	}
	
	const SceneInterface *scene = sceneShape->getSceneInterface();
	if ( !scene )
	{
		return;
	}
	
	scene->readTags( tags, includeChildren );
}
示例#8
0
bool SceneShape::hasTag( const MDagPath &p, const SceneInterface::Name &tag )
{
	SceneShape *sceneShape = findScene( p, false );
	if ( !sceneShape )
	{
		return false;
	}
	
	const SceneInterface *scene = sceneShape->getSceneInterface();
	if ( !scene )
	{
		return false;
	}
	
	return scene->hasTag( tag );
}
示例#9
0
ConstObjectPtr SceneShape::readSceneShapeLink( const MDagPath &p )
{
	MDagPath dagPath;
	SceneShape *sceneShape = findScene( p, true, &dagPath );
	if ( !sceneShape )
	{
		throw Exception("readSceneShapeLink: Could not find SceneShape!");
	}

	ConstSceneInterfacePtr scene = sceneShape->getSceneInterface();
	if ( !scene )
	{
		throw Exception( "Empty scene!");
	}

	MFnDagNode fnChildDag( dagPath );
	MStatus st;
	MPlug timePlug = fnChildDag.findPlug( aTime, &st );
	if( !st )
	{
		throw Exception( "Could not find 'time' plug in SceneShape!");
	}

	// if time plug is connected to maya global time, then we assume there's no time remapping between the Maya scene and the loaded scene.
	MPlugArray array;
	timePlug.connectedTo( array, true, false, &st );
	if( !st )
	{
		throw Exception( "Could not find 'time' plug connections in SceneShape!");
	}

	for ( unsigned int i = 0; i < array.length(); i++ )
	{
		if ( array[i].name() == "time1.outTime" )
		{
			/// connected to time, so no time remapping between maya scene and loaded scene.
			return LinkedScene::linkAttributeData( scene.get() );
		}
	}
	/// couldn't find connection to maya time, so this node is mapping the time some other way.
	MTime time;
	timePlug.getValue( time );
	return LinkedScene::linkAttributeData( scene.get(), time.as( MTime::kSeconds ) );
}
示例#10
0
bool SceneShape::hasTag( const MDagPath &p, const SceneInterface::Name &tag, int filter )
{
	SceneShape *sceneShape = findScene( p, false );
	if ( !sceneShape )
	{
		return false;
	}
	
	/// \todo Perhaps getSceneInterface() should return a raw pointer?
	/// Also perhaps it shouldn't be prefixed with "get" since there is no
	/// corresponding set.
	const SceneInterface *scene = sceneShape->getSceneInterface().get();
	if ( !scene )
	{
		return false;
	}
	
	return scene->hasTag( tag, filter );
}
示例#11
0
void SceneShapeUI::getDrawRequests( const MDrawInfo &info, bool objectAndActiveOnly, MDrawRequestQueue &requests )
{
	// it's easy if no one want to look at us
	if( !info.objectDisplayStatus( M3dView::kDisplayMeshes ) )
	{
		return;
	}
	// the node we're meant to be drawing
	SceneShape *sceneShape = (SceneShape *)surfaceShape();

	if( !sceneShape->getSceneInterface() )
	{
		return;
	}
	
	// draw data encapsulating that node
	MDrawData drawData;
	getDrawData( sceneShape, drawData );

	// a request for the bound if necessary
	MPlug pDrawBound( sceneShape->thisMObject(), SceneShape::aDrawRootBound );
	bool drawBound;
	pDrawBound.getValue( drawBound );
	
	if( drawBound )
	{
		bool doDrawBound = true;
		
		// If objectOnly is true, check for an object. If none found, no need to add the bound request.
		MPlug pObjectOnly( sceneShape->thisMObject(), SceneShape::aObjectOnly );
		bool objectOnly;
		pObjectOnly.getValue( objectOnly );
		if( objectOnly && !sceneShape->getSceneInterface()->hasObject() )
		{
			doDrawBound = false;
		}
		
		if( doDrawBound )
		{
			MDrawRequest request = info.getPrototype( *this );
			request.setDrawData( drawData );
			request.setToken( BoundDrawMode );
			request.setDisplayStyle( M3dView::kWireFrame );
			setWireFrameColors( request, info.displayStatus() );
			requests.add( request );
		}

	}

	MPlug pDrawAllBounds( sceneShape->thisMObject(), SceneShape::aDrawChildBounds );
	bool drawAllBounds = false;
	pDrawAllBounds.getValue( drawAllBounds );
	
	// requests for the scene if necessary
	MPlug pGLPreview( sceneShape->thisMObject(), SceneShape::aDrawGeometry );
	bool glPreview;
	pGLPreview.getValue( glPreview );
	
	if( glPreview || drawAllBounds )
	{
		if( info.displayStyle()==M3dView::kGouraudShaded || info.displayStyle()==M3dView::kFlatShaded )
		{
			// make a request for solid drawing with a material
			MDrawRequest solidRequest = info.getPrototype( *this );
			solidRequest.setDrawData( drawData );

			MDagPath path = info.multiPath();
			M3dView view = info.view();
			MMaterial material = MPxSurfaceShapeUI::material( path );
			if( !material.evaluateMaterial( view, path ) )
			{
				MString pathName = path.fullPathName();
				IECore::msg( IECore::Msg::Warning, "SceneShapeUI::getDrawRequests", boost::format( "Failed to evaluate material for \"%s\"." ) % pathName.asChar() );
			}
			if( material.materialIsTextured() )
			{
				material.evaluateTexture( drawData );
			}
			solidRequest.setMaterial( material );
			// set the transparency request. we don't have a decent way of finding out
			// if shaders applied by the procedural are transparent, so we've got a transparency
			// attribute on the procedural holder for users to use. maya materials may also say
			// they're transparent. if either asks for transparency then we'll ask for it here
			bool transparent = false;
			material.getHasTransparency( transparent );
			solidRequest.setIsTransparent( transparent );
			solidRequest.setToken( SceneDrawMode );
			requests.add( solidRequest );

			if( info.displayStatus()==M3dView::kActive || info.displayStatus()==M3dView::kLead || info.displayStatus()==M3dView::kHilite )
			{
				MDrawRequest wireRequest = info.getPrototype( *this );
				wireRequest.setDrawData( drawData );
				wireRequest.setDisplayStyle( M3dView::kWireFrame );
				wireRequest.setToken( SceneDrawMode );
				setWireFrameColors( wireRequest, info.displayStatus() );
				wireRequest.setComponent( MObject::kNullObj );

				if ( !objectAndActiveOnly )
				{
					if ( sceneShape->hasActiveComponents() )
					{
						MObjectArray components = sceneShape->activeComponents();
						MObject component = components[0];
						wireRequest.setComponent( component );
					}
				}

				requests.add( wireRequest );
			}
			
		}
		else
		{
			MDrawRequest request = info.getPrototype( *this );
			request.setDrawData( drawData );
			setWireFrameColors( request, info.displayStatus() );
			request.setToken( SceneDrawMode );

			request.setComponent( MObject::kNullObj );

			if ( !objectAndActiveOnly )
			{
				if ( sceneShape->hasActiveComponents() )
				{
					MObjectArray components = sceneShape->activeComponents();
		    			MObject component = components[0];
		   			request.setComponent( component );
				}
			}
			requests.add( request );
		}
	}
	
	
}
示例#12
0
bool SceneShapeUI::select( MSelectInfo &selectInfo, MSelectionList &selectionList, MPointArray &worldSpaceSelectPts ) const
{
	MStatus s;

	// early out if we're not selectable. we always allow components to be selected if we're highlighted,
	// but we don't allow ourselves to be selected as a whole unless meshes are in the selection mask.
	// it's not ideal that we act like a mesh, but it's at least consistent with the drawing mask we use.
	if( selectInfo.displayStatus() != M3dView::kHilite )
	{
		MSelectionMask meshMask( MSelectionMask::kSelectMeshes );
		// Apparently selectInfo.selectable() still returns true when meshes are not
		// displayed by the M3dView, so we are also testing the objectDisplay status.
		// This was last confirmed in Maya 2014, and is presumably a Maya bug.
		if( !selectInfo.selectable( meshMask ) || !selectInfo.objectDisplayStatus( M3dView::kDisplayMeshes ) )
		{
			return false;
		}
	}

	// early out if we have no scene to draw
	SceneShape *sceneShape = static_cast<SceneShape *>( surfaceShape() );
	if( !sceneShape->getSceneInterface() )
	{
		return false;
	}

	IECoreGL::ConstScenePtr scene = sceneShape->glScene();
	if( !scene )
	{
		return false;
	}

	// we want to perform the selection using an IECoreGL::Selector, so we
	// can avoid the performance penalty associated with using GL_SELECT mode.
	// that means we don't really want to call view.beginSelect(), but we have to
	// call it just to get the projection matrix for our own selection, because as far
	// as I can tell, there is no other way of getting it reliably.

	M3dView view = selectInfo.view();
	view.beginSelect();
		Imath::M44d projectionMatrix;
		glGetDoublev( GL_PROJECTION_MATRIX, projectionMatrix.getValue() );
	view.endSelect();
		
	view.beginGL();
	
		glMatrixMode( GL_PROJECTION );
		glLoadMatrixd( projectionMatrix.getValue() );
		
		IECoreGL::Selector::Mode selectionMode = IECoreGL::Selector::IDRender;
		if( selectInfo.displayStatus() == M3dView::kHilite && !selectInfo.singleSelection() )
		{
			selectionMode = IECoreGL::Selector::OcclusionQuery;
		}

		std::vector<IECoreGL::HitRecord> hits;
		{
			IECoreGL::Selector selector( Imath::Box2f( Imath::V2f( 0 ), Imath::V2f( 1 ) ), selectionMode, hits );
				
			IECoreGL::State::bindBaseState();
			selector.baseState()->bind();
			scene->render( selector.baseState() );

			if( selectInfo.displayStatus() != M3dView::kHilite )
			{
				// We're not in component selection mode. We'd like to be able to select the scene shape
				// using the bounding box so we draw it too but only if it is visible
				MPlug pDrawBound( sceneShape->thisMObject(), SceneShape::aDrawRootBound );
				bool drawBound;
				pDrawBound.getValue( drawBound );
				if( drawBound )
				{
					IECoreGL::BoxPrimitive::renderWireframe( IECore::convert<Imath::Box3f>( sceneShape->boundingBox() ) );
				}
			}
		}
						
	view.endGL();
	
	if( hits.empty() )
	{
		return false;
	}
	
	// iterate over the hits, converting them into components and also finding
	// the closest one.
	MIntArray componentIndices;
	
	float depthMin = std::numeric_limits<float>::max();
	int depthMinIndex = -1;
	for( unsigned int i=0, e = hits.size(); i < e; i++ )
	{		
		if( hits[i].depthMin < depthMin )
		{
			depthMin = hits[i].depthMin;
			depthMinIndex = componentIndices.length();
		}
		int index = sceneShape->selectionIndex( IECoreGL::NameStateComponent::nameFromGLName( hits[i].name ) );
		componentIndices.append( index );
	}
	
	assert( depthMinIndex >= 0 );

	// figure out the world space location of the closest hit	
	MDagPath camera;
	view.getCamera( camera );
	
	MPoint worldIntersectionPoint;
	selectionRayToWorldSpacePoint( camera, selectInfo, depthMin, worldIntersectionPoint );

	// turn the processed hits into appropriate changes to the current selection
	if( selectInfo.displayStatus() == M3dView::kHilite )
	{
		// selecting components
		MFnSingleIndexedComponent fnComponent;
		MObject component = fnComponent.create( MFn::kMeshPolygonComponent, &s ); assert( s );
	
		if( selectInfo.singleSelection() )
		{
			fnComponent.addElement( componentIndices[depthMinIndex] );
		}
		else
		{
			fnComponent.addElements( componentIndices );
		}
		
		MSelectionList items;
		items.add( selectInfo.multiPath(), component );
		
		MDagPath path = selectInfo.multiPath();

		selectInfo.addSelection(
			items, worldIntersectionPoint,
			selectionList, worldSpaceSelectPts,
			MSelectionMask::kSelectMeshFaces,
			true
		);
		
	}
	else
	{
		// Check if we should be able to select that object
		MPlug pObjectOnly( sceneShape->thisMObject(), SceneShape::aObjectOnly );
		bool objectOnly;
		pObjectOnly.getValue( objectOnly );
		if( objectOnly && !sceneShape->getSceneInterface()->hasObject() )
		{
			return true;
		}
		
		// selecting objects
		MSelectionList item;
		item.add( selectInfo.selectPath() );

		selectInfo.addSelection(
			item, worldIntersectionPoint,
			selectionList, worldSpaceSelectPts,
			MSelectionMask::kSelectMeshes,
			false
		);
	}
	
	return true;
}
示例#13
0
bool SceneShapeUI::snap( MSelectInfo &snapInfo ) const
{
	MStatus s;

	if( snapInfo.displayStatus() != M3dView::kHilite )
	{
		MSelectionMask meshMask( MSelectionMask::kSelectMeshes );
		if( !snapInfo.selectable( meshMask ) )
		{
			return false;
		}
	}

	// early out if we have no scene to draw
	SceneShape *sceneShape = static_cast<SceneShape *>( surfaceShape() );
	const IECore::SceneInterface *sceneInterface = sceneShape->getSceneInterface().get();
	if( !sceneInterface )
	{
		return false;
	}

	IECoreGL::ConstScenePtr scene = sceneShape->glScene();
	if( !scene )
	{
		return false;
	}

	// Get the viewport that the snapping operation is taking place in.
	M3dView view = snapInfo.view();

	// Use an IECoreGL::Selector to find the point in world space that we wish to snap to.
	// We do this by first getting the origin of the selection ray and transforming it into
	// NDC space using the OpenGL projection and transformation matrices. Once we have the
	// point in NDC we can use it to define the viewport that the IECoreGL::Selector will use.

	MPoint localRayOrigin;
	MVector localRayDirection;
	snapInfo.getLocalRay( localRayOrigin, localRayDirection );
	
	Imath::V3d org( localRayOrigin[0], localRayOrigin[1], localRayOrigin[2] );
	MDagPath camera;
	view.getCamera( camera );
	MMatrix localToCamera = snapInfo.selectPath().inclusiveMatrix() * camera.inclusiveMatrix().inverse();
	
	view.beginSelect();
		Imath::M44d projectionMatrix;
		glGetDoublev( GL_PROJECTION_MATRIX, projectionMatrix.getValue() );
	view.endSelect();

	double v[4][4];
	localToCamera.get( v ); 
	Imath::M44d cam( v );
	Imath::V3d ndcPt3d = ( (org * cam ) * projectionMatrix + Imath::V3d( 1. ) ) * Imath::V3d( .5 );
	Imath::V2d ndcPt( std::max( std::min( ndcPt3d[0], 1. ), 0. ), 1. - std::max( std::min( ndcPt3d[1], 1. ), 0. ) );

	view.beginGL();
	
		glMatrixMode( GL_PROJECTION );
		glLoadMatrixd( projectionMatrix.getValue() );
		
		float radius = .001; // The radius of the selection area in NDC.
		double aspect = double( view.portWidth() ) / view.portHeight();
		Imath::V2f selectionWH( radius, radius * aspect );
		
		std::vector<IECoreGL::HitRecord> hits;
		{
			IECoreGL::Selector selector( Imath::Box2f( ndcPt - selectionWH, ndcPt + selectionWH ), IECoreGL::Selector::IDRender, hits );
				
			IECoreGL::State::bindBaseState();
			selector.baseState()->bind();
			scene->render( selector.baseState() );			
		}
				
	view.endGL();

	if( hits.empty() )
	{
		return false;
	}

	// Get the closest mesh hit.	
	float depthMin = std::numeric_limits<float>::max();
	int depthMinIndex = -1;
	for( unsigned int i=0, e = hits.size(); i < e; i++ )
	{		
		if( hits[i].depthMin < depthMin )
		{
			depthMin = hits[i].depthMin;
			depthMinIndex = i;
		}
	}

	// Get the absolute path of the hit object.
	IECore::SceneInterface::Path objPath;
	std::string objPathStr;
	sceneInterface->path( objPath );
	IECore::SceneInterface::pathToString( objPath, objPathStr );
	
	objPathStr += IECoreGL::NameStateComponent::nameFromGLName( hits[depthMinIndex].name );
	IECore::SceneInterface::stringToPath( objPathStr, objPath );

	// Validate the hit selection.
	IECore::ConstSceneInterfacePtr childInterface;
	try
	{
		childInterface = sceneInterface->scene( objPath );
	}
	catch(...)
	{
		return false;
	}

	if( !childInterface )
	{
		return false;
	}
	
	if( !childInterface->hasObject() )
	{
		return false;
	}

	// Get the mesh primitive so that we can query it's vertices.
	double time = sceneShape->time();
	IECore::ConstObjectPtr object = childInterface->readObject( time );
	IECore::ConstMeshPrimitivePtr meshPtr = IECore::runTimeCast<const IECore::MeshPrimitive>( object.get() );
	
	if ( !meshPtr )
	{
		return false;
	}
	
	// Calculate the snap point in object space.
	MPoint worldIntersectionPoint;
	selectionRayToWorldSpacePoint( camera, snapInfo, depthMin, worldIntersectionPoint );
	Imath::V3f pt( worldIntersectionPoint[0], worldIntersectionPoint[1], worldIntersectionPoint[2] );
	Imath::M44f objToWorld( worldTransform( childInterface.get(), time ) );
	pt = pt * objToWorld.inverse();

	// Get the list of vertices in the mesh.
	IECore::V3fVectorData::ConstPtr pointData( meshPtr->variableData<IECore::V3fVectorData>( "P", IECore::PrimitiveVariable::Vertex ) ); 
	const std::vector<Imath::V3f> &vertices( pointData->readable() ); 
	
	// Find the vertex that is closest to the snap point.
	Imath::V3d closestVertex;
	float closestDistance = std::numeric_limits<float>::max(); 
	
	for( std::vector<Imath::V3f>::const_iterator it( vertices.begin() ); it != vertices.end(); ++it )
	{
		Imath::V3d vert( *it );
		float d( ( pt - vert ).length() ); // Calculate the distance between the vertex and the snap point.
		if( d < closestDistance )
		{
			closestDistance = d;
			closestVertex = vert;
		}
	}

	// Snap to the vertex.
	closestVertex *= objToWorld;
	snapInfo.setSnapPoint( MPoint( closestVertex[0], closestVertex[1], closestVertex[2] ) );
	return true;
}
示例#14
0
void SceneShapeUI::draw( const MDrawRequest &request, M3dView &view ) const
{
	MStatus s;
	MDrawData drawData = request.drawData();
	SceneShape *sceneShape = (SceneShape *)drawData.geometry();
	assert( sceneShape );

	view.beginGL();
	
	M3dView::LightingMode lightingMode;
	view.getLightingMode( lightingMode );
	
	LightingState lightingState;
	bool restoreLightState = cleanupLights( request, view, &lightingState );
	
	// maya can sometimes leave an error from it's own code,
	// and we don't want that to confuse us in our drawing code.
	while( glGetError()!=GL_NO_ERROR )
	{
	}

	try
	{
		// draw the bound if asked
		if( request.token()==BoundDrawMode )
		{
			IECoreGL::BoxPrimitive::renderWireframe( IECore::convert<Imath::Box3f>( sceneShape->boundingBox() ) );
		}
		
		// draw the scene if asked
		if( request.token()==SceneDrawMode )
		{
			resetHilites();
			
			IECoreGL::ConstScenePtr scene = sceneShape->glScene();
			if( scene )
			{
				IECoreGL::State *displayState = m_displayStyle.baseState( (M3dView::DisplayStyle)request.displayStyle(), lightingMode );
				
				if ( request.component() != MObject::kNullObj )
				{
					MDoubleArray col;
					s = MGlobal::executeCommand( "colorIndex -q 21", col );
					assert( s );
					IECoreGL::WireframeColorStateComponentPtr hilite = new IECoreGL::WireframeColorStateComponent( Imath::Color4f( col[0], col[1], col[2], 1.0f ) );

					MFnSingleIndexedComponent fnComp( request.component(), &s );
					assert( s );
					
					int len = fnComp.elementCount( &s );
					assert( s );
					std::vector<IECore::InternedString> groupNames;
					for ( int j = 0; j < len; j++ )
					{
						int index = fnComp.element(j);
						groupNames.push_back( sceneShape->selectionName( index ) );
					}
					// Sort by name to make sure we don't unhilite selected items that are further down the hierarchy
					std::sort( groupNames.begin(), groupNames.end() );
					
					for ( std::vector<IECore::InternedString>::iterator it = groupNames.begin(); it!= groupNames.end(); ++it)
					{
						IECoreGL::GroupPtr group = sceneShape->glGroup( *it );

						hiliteGroups(
								group,
								hilite,
								const_cast<IECoreGL::WireframeColorStateComponent *>( displayState->get< IECoreGL::WireframeColorStateComponent >() )
							);
					}
				}
				
				scene->render( displayState );
			}
		}
	}
	catch( const IECoreGL::Exception &e )
	{
		// much better to catch and report this than to let the application die
		IECore::msg( IECore::Msg::Error, "SceneShapeUI::draw", boost::format( "IECoreGL Exception : %s" ) % e.what() );
	}
	
	if( restoreLightState )
	{
		restoreLights( &lightingState );	
	}
	
	view.endGL();
}