void ForestTechniqueManager::createTreeList(osg::Node* terrain,const osg::Vec3& origin, const osg::Vec3& size,unsigned int numTreesToCreate,TreeList& trees) { float max_TreeHeight = sqrtf(size.length2()/(float)numTreesToCreate); float max_TreeWidth = max_TreeHeight*0.5f; float min_TreeHeight = max_TreeHeight*0.3f; float min_TreeWidth = min_TreeHeight*0.5f; trees.reserve(trees.size()+numTreesToCreate); for(unsigned int i=0;i<numTreesToCreate;++i) { Tree* tree = new Tree; tree->_position.set(random(origin.x(),origin.x()+size.x()),random(origin.y(),origin.y()+size.y()),origin.z()); tree->_color.set(random(128,255),random(128,255),random(128,255),255); tree->_width = random(min_TreeWidth,max_TreeWidth); tree->_height = random(min_TreeHeight,max_TreeHeight); tree->_type = 0; if (terrain) { osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector = new osgUtil::LineSegmentIntersector(tree->_position,tree->_position+osg::Vec3(0.0f,0.0f,size.z())); osgUtil::IntersectionVisitor iv(intersector.get()); terrain->accept(iv); if (intersector->containsIntersections()) { osgUtil::LineSegmentIntersector::Intersections& intersections = intersector->getIntersections(); for(osgUtil::LineSegmentIntersector::Intersections::iterator itr = intersections.begin(); itr != intersections.end(); ++itr) { const osgUtil::LineSegmentIntersector::Intersection& intersection = *itr; tree->_position = intersection.getWorldIntersectPoint(); } } } trees.push_back(tree); } }