Files
Client/Server/RylServerProject/RylGameLibrary/Creature/Character/SphereTree/CharSphereTree.cpp
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

775 lines
18 KiB
C++

#include "CharSphereTree.h"
#include <cassert>
#include <Creature/Character/Character.h>
#include <Network/Dispatch/GameClient/GameClientDispatch.h>
CCharSphereTree& CCharSphereTree::GetInstance()
{
static CCharSphereTree ms_this( SphereConst::MAX_SPHERE_NODE,
SphereConst::DEFAULT_ROOT_SIZE,
SphereConst::DEFAULT_LEAF_SIZE,
SphereConst::DEFAULT_GRAVY );
return ms_this;
}
CCharSphereNode::CCharSphereNode() :
m_dwCID(0),
m_pCharacter(NULL),
m_pParent(NULL),
m_pChildren(NULL),
m_pPrevSibling(NULL),
m_pNextSibling(NULL),
m_ppRecomuteFifo(NULL),
m_ppIntegrateFifo(NULL),
m_iChildCount(0),
m_dwFlag(0),
m_fBindingDistance2(0),
m_pLink(NULL),
m_pTree(NULL)
{
}
CCharSphereNode::CCharSphereNode( CCharSphereTree* pTree, const Position& Pos, float fRadius, void* pLink ) :
CSphere(Pos, fRadius),
m_dwCID(0),
m_pCharacter(NULL),
m_pParent(NULL),
m_pChildren(NULL),
m_pPrevSibling(NULL),
m_pNextSibling(NULL),
m_ppRecomuteFifo(NULL),
m_ppIntegrateFifo(NULL),
m_iChildCount(0),
m_dwFlag(0),
m_fBindingDistance2(0),
m_pLink(pLink),
m_pTree(pTree)
{
}
void
CCharSphereNode::Init( CCharSphereTree* pTree, const Position& Pos, float fRadius, void* pLink )
{
m_pTree = pTree;
m_Center = Pos;
SetRadius( fRadius );
m_pLink = pLink;
}
void
CCharSphereNode::AddChild( CCharSphereNode* pChild )
{
CCharSphereNode* pOldChild = m_pChildren;
m_pChildren = pChild;
pChild->SetNextSibling( pOldChild );
pChild->SetPrevSibling( NULL );
pChild->SetParent( this );
if ( pOldChild )
{
pOldChild->SetPrevSibling( pChild );
}
++m_iChildCount;
float fDist = Distance2( pChild );
float fRadius = sqrtf( fDist ) + pChild->GetRadius();
assert( fRadius <= GetRadius() );
}
void
CCharSphereNode::DeleteChild( CCharSphereNode* pChild )
{
assert( m_iChildCount );
assert( m_pChildren );
#ifdef _DEBUG
// pChild 가 현재 노드의 자식인지 체크
CCharSphereNode* pChildren = m_pChildren;
bool bFound = false;
while ( pChildren )
{
if ( pChildren == pChild )
{
assert( !bFound );
bFound = true;
break;
}
pChildren = pChildren->GetNextSibling();
}
assert( bFound );
#endif
// Prev 와 Next Sibling 다시 설정
CCharSphereNode* pPrev = pChild->GetPrevSibling();
if ( pPrev )
{
CCharSphereNode* pNext = pChild->GetNextSibling();
pPrev->SetNextSibling( pNext );
if ( pNext ) pNext->SetPrevSibling( pPrev );
}
else
{
CCharSphereNode* pNext = pChild->GetNextSibling();
m_pChildren = pNext;
if ( m_pChildren ) m_pChildren->SetPrevSibling( NULL );
}
--m_iChildCount;
if ( 0 == m_iChildCount && HasSphereNodeFlag( SNF_SUPERSPHERE ) )
{
m_pTree->DeleteSphere( this );
}
}
void
CCharSphereNode::Unlink()
{
// Recompute & Integrate Fifo 에서 제거한다.
if ( m_ppRecomuteFifo )
{
*m_ppRecomuteFifo = NULL;
m_ppRecomuteFifo = NULL;
}
if ( m_ppIntegrateFifo )
{
*m_ppIntegrateFifo = NULL;
m_ppIntegrateFifo = NULL;
}
if ( m_pParent )
{
m_pParent->DeleteChild( this );
}
assert( !m_pChildren );
m_pParent = NULL;
}
void
CCharSphereNode::NewPos( const Position& Pos )
{
// 새로운 좌표 설정
m_Center = Pos;
// 부모가 있고, 재구성되어야 할 플래그가 없다면, 재구성을 할지를 판단한다.
if ( m_pParent && !HasSphereNodeFlag( SNF_INTEGRATE ) )
{
// 부모와의 거리의 제곱값을 계산한다.
float fDistance2 = Distance2( m_pParent );
// 거리가 바인딩 거리를 벗어난 경우
if ( fDistance2 >= m_fBindingDistance2 )
{
// 재계산 플래그가 없다면, 부모의 크기가 재계산되어야 한다.
if ( !m_pParent->HasSphereNodeFlag( SNF_RECOMPUTE ) )
{
m_pTree->AddRecompute( m_pParent );
}
// 부모와의 연결을 끊고, 해당 Root 노드에 연결한다.
Unlink();
m_pTree->AddIntegrate( this );
}
}
}
void
CCharSphereNode::NewPos( float fX, float fY, float fZ )
{
NewPos( Position(fX, fY, fZ) );
}
void
CCharSphereNode::NewPosRadius( const Position& Pos, float fRadius )
{
// 새로운 좌표 설정
m_Center = Pos;
// 부모가 있고, 재구성되어야 할 플래그가 없다면, 재구성을 할지를 판단한다.
if ( m_pParent && !HasSphereNodeFlag( SNF_INTEGRATE ) )
{
// 반지름이 변경 되었는지를 체크해서 변경되었다면,
// 반지름을 다시 설정하고, 바인딩 거리를 재계산한다.
if ( fRadius != GetRadius() )
{
SetRadius( fRadius );
ComputeBindingDistance( m_pParent );
}
// 부모와의 거리의 제곱값을 계산한다.
float fDistance2 = Distance2( m_pParent );
// 거리가 바인딩 거리를 벗어난 경우
if ( fDistance2 >= m_fBindingDistance2 )
{
// 재계산 플래그가 없다면, 부모의 크기가 재계산되어야 한다.
if ( !m_pParent->HasSphereNodeFlag( SNF_RECOMPUTE ) )
{
m_pTree->AddRecompute( m_pParent );
}
// 부모와의 연결을 끊고, 해당 Root 노드에 연결한다.
Unlink();
m_pTree->AddIntegrate( this );
}
// 자식이 부모의 바인딩 거리안에 있을 경우
else
{
// 부모의 바인딩 거리를 줄일수 있을수도 있기 때문에, 재계산을 한다.
if ( !m_pParent->HasSphereNodeFlag( SNF_RECOMPUTE ) )
{
m_pTree->AddRecompute( m_pParent );
}
}
}
}
void
CCharSphereNode::NewPosRadius( float fX, float fY, float fZ, float fRadius )
{
NewPosRadius( Position(fX, fY, fZ), fRadius );
}
float
CCharSphereNode::Distance2( const CCharSphereNode* pNode )
{
return static_cast<float>( m_Center.GetSquaredDistance( pNode->GetCenter() ) );
}
void
CCharSphereNode::ComputeBindingDistance( const CCharSphereNode* pParent )
{
m_fBindingDistance2 = pParent->GetRadius() - GetRadius();
if ( m_fBindingDistance2 <= 0 ) m_fBindingDistance2 = 0;
else m_fBindingDistance2 *= m_fBindingDistance2;
}
bool
CCharSphereNode::Recompute( float fGravy )
{
if ( !m_pChildren ) return true; // 제거 요망
if ( HasSphereNodeFlag( SNF_ROOT_NODE ) ) return false; // Root 는 재계산하지 않는다.
Position sumPos;
int iCount = 0;
// 자식들의 위치를 모두 더해서 평균을 구해서,
// 새로운 중심 좌표를 계산해 낸다.
CCharSphereNode* pChild = m_pChildren;
while ( pChild )
{
sumPos.m_fPointX += pChild->GetCenter().m_fPointX;
sumPos.m_fPointY += pChild->GetCenter().m_fPointY;
sumPos.m_fPointZ += pChild->GetCenter().m_fPointZ;
++iCount;
pChild = pChild->GetNextSibling();
}
if ( iCount )
{
float fRecip = 1.0f / float(iCount);
sumPos.m_fPointX *= fRecip;
sumPos.m_fPointY *= fRecip;
sumPos.m_fPointZ *= fRecip;
Position oldCenter = m_Center;
m_Center = sumPos; // 새로 구해준 중심 좌표로 설정
float fMaxRadius = 0;
// 자식들이 포함되는가 확인한다.
pChild = m_pChildren;
while ( pChild )
{
float fDistance2 = Distance2( pChild );
float fRadius = sqrtf( fDistance2 ) + pChild->GetRadius();
if ( fRadius > fMaxRadius )
{
fMaxRadius = fRadius;
if ( (fMaxRadius + fGravy) >= GetRadius() )
{
m_Center = oldCenter;
ClearShpereNodeFlag( SNF_RECOMPUTE );
return false;
}
}
pChild = pChild->GetNextSibling();
}
// 더 커진 반지름으로 재 설정
fMaxRadius += fGravy;
SetRadius( fMaxRadius );
// 자식들의 바인딩 거리를 재 계산
pChild = m_pChildren;
while ( pChild )
{
pChild->ComputeBindingDistance( this );
pChild = pChild->GetNextSibling();
}
}
ClearShpereNodeFlag( SNF_RECOMPUTE );
return false;
}
CCharSphereTree::CCharSphereTree( int iMaxSphereNode, float fRootSize, float fLeafSize, float fGravy ) :
m_fMaxRootSize(fRootSize), m_fMaxLeafSize(fLeafSize), m_fSuperSphereGravy(fGravy)
{
iMaxSphereNode *= 4;
m_Recompute = new CCharSphereNodeFifo( iMaxSphereNode );
m_Integrate = new CCharSphereNodeFifo( iMaxSphereNode );
// Root Tree 생성
Position rootPos;
m_pRoot = new CCharSphereNode();
m_pRoot->Init( this, rootPos, 65535, NULL );
m_pRoot->SetSphereNodeFlag( eSphereNodeFlag(SNF_ROOT_NODE | SNF_SUPERSPHERE | SNF_ROOT_TREE) );
// Leaf Tree 생성
m_pLeaf = new CCharSphereNode();
m_pLeaf->Init( this, rootPos, 16384, NULL );
m_pLeaf->SetSphereNodeFlag( eSphereNodeFlag(SNF_ROOT_NODE | SNF_SUPERSPHERE | SNF_LEAF_TREE) );
}
CCharSphereTree::~CCharSphereTree()
{
DeleteAllChildSphere( m_pRoot );
DeleteAllChildSphere( m_pLeaf );
SAFE_DELETE( m_pRoot );
SAFE_DELETE( m_pLeaf );
SAFE_DELETE( m_Recompute );
SAFE_DELETE( m_Integrate );
m_CharSphereMap.clear();
}
void
CCharSphereTree::Process()
{
// 재계산 되어야 할 목록에 있는 노드를 재계산한다.
// 만약 leaf node 가 부모를 벗어났다면, 부모가 재 구성되거나, 자식이 없다면, 제거되어야 한다.
if ( m_Recompute->GetCount() > 0 )
{
bool bKill;
CCharSphereNode* pTempNode = NULL;
int iCount = m_Recompute->GetCount();
for (int i=0; i<iCount; ++i)
{
pTempNode = m_Recompute->Pop();
if ( !pTempNode ) continue;
pTempNode->SetRecomputeFifo( NULL );
bKill = pTempNode->Recompute( m_fSuperSphereGravy );
if ( bKill )
{
DeleteSphere( pTempNode );
}
}
}
// 재구성 되어야 할 목록에 있는 노드를 재구성한다.
if ( m_Integrate->GetCount() > 0 )
{
CCharSphereNode* pTempNode = NULL;
int iCount = m_Integrate->GetCount();
for (int i=0; i<iCount; ++i)
{
pTempNode = m_Integrate->Pop();
if ( !pTempNode ) continue;
pTempNode->SetIntegrateFifo( NULL );
if ( pTempNode->HasSphereNodeFlag( SNF_ROOT_TREE ) )
Integrate( pTempNode, m_pRoot, m_fMaxRootSize ); // integrate this one single dude against the root node.
else
Integrate( pTempNode, m_pLeaf, m_fMaxLeafSize ); // integrate this one single dude against the root node.
}
}
}
bool
CCharSphereTree::AddCharacter( unsigned long dwCID, CCharacter* pCharacter, const Position& Pos )
{
CCharSphereNode* pNode = AddSphere( Pos, SphereConst::CHAR_RADIUS, NULL );
if ( pNode )
{
pNode->SetCID( dwCID );
pNode->SetCharacter( pCharacter );
pNode->SetSphereNodeFlag( SNF_ACTOR_NODE );
return m_CharSphereMap.insert( std::make_pair(dwCID, pNode) ).second;
}
return false;
}
bool
CCharSphereTree::DeleteCharacter( unsigned long dwCID )
{
CharSphereMap::iterator itr = m_CharSphereMap.find( dwCID );
if ( itr != m_CharSphereMap.end() )
{
CCharSphereNode* pNode = itr->second;
if ( pNode )
{
DeleteSphere( pNode );
}
m_CharSphereMap.erase( itr );
return true;
}
return false;
}
void
CCharSphereTree::MoveTo( unsigned long dwCID, const Position& NewPos )
{
CharSphereMap::iterator itr = m_CharSphereMap.find( dwCID );
if ( itr != m_CharSphereMap.end() )
{
CCharSphereNode* pNode = itr->second;
if ( pNode && pNode->GetCenter() != NewPos )
{
pNode->NewPos( NewPos );
}
}
}
CCharSphereNode*
CCharSphereTree::AddSphere( const Position& Pos, float fRadius, void* pLink, unsigned long dwFlag )
{
// 새로운 노드를 만든다.
CCharSphereNode* pNode = new CCharSphereNode();
assert( pNode );
if ( pNode )
{
// Root 와 Leaf 중에 한쪽의 멤버로 붙여주고, 재 구성 리스트에 넣는다.
if ( dwFlag & SNF_ROOT_TREE )
{
pNode->Init( this, Pos, fRadius, pLink );
pNode->SetSphereNodeFlag( SNF_ROOT_TREE );
AddIntegrate( pNode );
}
else
{
pNode->Init( this, Pos, fRadius, pLink );
pNode->SetSphereNodeFlag( SNF_LEAF_TREE );
AddIntegrate( pNode );
}
}
return pNode;
}
void
CCharSphereTree::DeleteSphere( CCharSphereNode* pNode )
{
// Root node 는 사용자가 지워준다.
if ( pNode->HasSphereNodeFlag( SNF_ROOT_NODE ) ) return;
// Leaf node tree 의 supersphere 는 링크된 root node tree 의 node 를 지워준다.
if ( pNode->HasSphereNodeFlag( SNF_SUPERSPHERE ) && pNode->HasSphereNodeFlag( SNF_LEAF_TREE) )
{
CCharSphereNode* pLink = (CCharSphereNode*) pNode->GetLink();
DeleteSphere( pLink );
}
pNode->Unlink();
SAFE_DELETE( pNode );
}
void
CCharSphereTree::DeleteAllChildSphere( CCharSphereNode* pRootNode )
{
CCharSphereNode* pTempNode = NULL;
CCharSphereNode* pChild = pRootNode->GetChildren();
while ( pChild )
{
if ( pChild->GetChildCount() )
{
DeleteAllChildSphere( pChild );
}
pTempNode = pChild;
pChild = pChild->GetNextSibling();
SAFE_DELETE( pTempNode );
}
}
void
CCharSphereTree::AddRecompute( CCharSphereNode* pNode )
{
if ( !pNode->HasSphereNodeFlag( SNF_RECOMPUTE ) )
{
if ( pNode->GetChildCount() )
{
pNode->SetSphereNodeFlag( SNF_RECOMPUTE );
CCharSphereNode** ppFifo = m_Recompute->Push( pNode );
pNode->SetRecomputeFifo( ppFifo );
}
else
{
DeleteSphere( pNode );
}
}
}
void
CCharSphereTree::AddIntegrate( CCharSphereNode* pNode )
{
if ( pNode->HasSphereNodeFlag( SNF_ROOT_TREE ) )
{
m_pRoot->AddChild( pNode );
}
else
{
m_pLeaf->AddChild( pNode );
}
pNode->SetSphereNodeFlag( SNF_INTEGRATE );
CCharSphereNode** ppFifo = m_Integrate->Push( pNode );
pNode->SetIntegrateFifo( ppFifo );
}
void
CCharSphereTree::Integrate( CCharSphereNode* pNode, CCharSphereNode* pSuperSphere, float fNodeSize )
{
// 재구성 단계 첫번째로 pNode 와 가장 가까이 있는 SuperSphere 를 찾는다.
CCharSphereNode* pSearch = pSuperSphere->GetChildren();
CCharSphereNode* pNearestNode1st = NULL; // pNode 를 완전히 둘러쌀수 있는 SuperSphere
CCharSphereNode* pNearestNode2nd = NULL; // pNode 를 추가하기 위해 약간 크기를 증가해야 하는 SuperSphere
float fNearDist1st2 = 1e9;
float fNearDist2nd2 = 1e9;
while ( pSearch )
{
if ( !pSearch->HasSphereNodeFlag( SNF_ROOT_NODE ) &&
pSearch->HasSphereNodeFlag( SNF_SUPERSPHERE ) &&
pSearch->GetChildCount() )
{
float fDistance2 = pNode->Distance2( pSearch );
if ( pNearestNode1st )
{
// 찾아 놓은 완전히 포함하는 SuperSphere 보다 더 가까운 녀석을 찾은 경우
if ( fDistance2 < fNearDist1st2 )
{
float fDist = sqrtf( fDistance2 ) + pNode->GetRadius();
if ( fDist <= pSearch->GetRadius() )
{
pNearestNode1st = pSearch;
fNearDist1st2 = fDistance2;
}
}
}
else
{
float fDist = sqrtf( fDistance2 ) + pNode->GetRadius() - pSearch->GetRadius();
if ( fDist < fNearDist2nd2 )
{
if ( fDist < 0 )
{
// 완전히 포함하는 SuperSphere 를 찾은 경우
pNearestNode1st = pSearch;
fNearDist1st2 = fDistance2;
}
else
{
// 완전히 포함하지는 못하지만, 반지름을 키워서 포함할 수 있는
// 가능성이 있는 SuperSphere 를 찾은 경우
pNearestNode2nd = pSearch;
fNearDist2nd2 = fDist;
}
}
}
}
pSearch = pSearch->GetNextSibling();
}
// pNode 를 완전히 포함할 수 있는 SuperSphere 를 찾은 경우
if ( pNearestNode1st )
{
// pNode 를 pNearestNode1st 의 자식으로 붙여주면 된다.
pNode->Unlink();
pNearestNode1st->AddChild( pNode );
pNearestNode1st->Recompute( m_fSuperSphereGravy );
pNode->ComputeBindingDistance( pNearestNode1st );
// 만약 leaf node 의 supersphere 라면, root tree 의 link node 또한 좌표와 크기를 갱신해준다.
if ( pNearestNode1st->HasSphereNodeFlag( SNF_LEAF_TREE ) )
{
CCharSphereNode* pLink = (CCharSphereNode*) pNearestNode1st->GetLink();
pLink->NewPosRadius( pNearestNode1st->GetCenter(), pNearestNode1st->GetRadius() );
}
}
else
{
bool bCreateNewSphere = true;
// 크기를 약간 키우면 pNode 를 포함할 수 있을만한 SuperSphere 를 찾은 경우
if ( pNearestNode2nd )
{
float fNewSize = fNearDist2nd2 + pNearestNode2nd->GetRadius() + m_fSuperSphereGravy;
if ( fNewSize <= fNodeSize )
{
pNode->Unlink();
pNearestNode2nd->SetRadius( fNewSize );
pNearestNode2nd->AddChild( pNode );
pNearestNode2nd->Recompute( m_fSuperSphereGravy );
pNode->ComputeBindingDistance( pNearestNode2nd );
if ( pNearestNode2nd->HasSphereNodeFlag( SNF_LEAF_TREE ) )
{
CCharSphereNode* pLink = (CCharSphereNode*) pNearestNode2nd->GetLink();
pLink->NewPosRadius( pNearestNode2nd->GetCenter(), pNearestNode2nd->GetRadius() );
}
bCreateNewSphere = false;
}
}
// 새로운 SuperSphere 를 만들어야 하는 경우
if ( bCreateNewSphere )
{
assert( pSuperSphere->HasSphereNodeFlag( SNF_ROOT_NODE ) );
pNode->Unlink();
CCharSphereNode* pParent = new CCharSphereNode();
assert( pParent );
pParent->Init( this, pNode->GetCenter(), pNode->GetRadius() + m_fSuperSphereGravy, NULL );
if ( pSuperSphere->HasSphereNodeFlag( SNF_ROOT_TREE ) )
{
pParent->SetSphereNodeFlag( eSphereNodeFlag(SNF_SUPERSPHERE | SNF_ROOT_TREE) );
}
else
{
pParent->SetSphereNodeFlag( eSphereNodeFlag(SNF_SUPERSPHERE | SNF_LEAF_TREE) );
}
pParent->AddChild( pNode );
pSuperSphere->AddChild( pParent );
pParent->Recompute( m_fSuperSphereGravy );
pNode->ComputeBindingDistance( pParent );
if ( pParent->HasSphereNodeFlag( SNF_LEAF_TREE ) )
{
// root node 에 link 를 생성해야 한다.
CCharSphereNode* pLink = AddSphere( pParent->GetCenter(), pParent->GetRadius(), pParent, SNF_ROOT_TREE );
pParent->SetLink( pLink );
}
}
}
pNode->ClearShpereNodeFlag( SNF_INTEGRATE );
}
void
CCharSphereNode::RangeTest( const Position& centerPos, float fDistance, ICharSphereTreeCallBack* pCallBack )
{
float fDist = static_cast<float>( m_Center.GetDistance( centerPos ) );
if ( (fDist - fDistance) > GetRadius() ) return;
if ( HasSphereNodeFlag( SNF_SUPERSPHERE ) )
{
CCharSphereNode* pNode = m_pChildren;
while ( pNode )
{
pNode->RangeTest( centerPos, fDistance, pCallBack );
pNode = pNode->GetNextSibling();
}
}
else
{
if ( HasSphereNodeFlag( SNF_ROOT_TREE ) )
{
CCharSphereNode* pLink = (CCharSphereNode*) GetLink();
if ( pLink )
{
pLink->RangeTest( centerPos, fDistance, pCallBack ) ;
}
}
else
{
pCallBack->RangeTestCallBack( centerPos, fDistance, this );
}
}
}
void
CCharSphereTree::RangeTest( const Position& centerPos, float fDistance, ICharSphereTreeCallBack* pCallBack )
{
m_pRoot->RangeTest( centerPos, fDistance, pCallBack );
}
void
CCharSphereNode::SendToRange( const Position& centerPos, float fDistance, const char* szPacket, unsigned long dwPacketSize, unsigned char cCMD_In )
{
float fDist = static_cast<float>( m_Center.GetDistance( centerPos ) );
if ( (fDist - fDistance) > GetRadius() ) return;
if ( HasSphereNodeFlag( SNF_SUPERSPHERE ) )
{
CCharSphereNode* pNode = m_pChildren;
while ( pNode )
{
pNode->SendToRange( centerPos, fDistance, szPacket, dwPacketSize, cCMD_In );
pNode = pNode->GetNextSibling();
}
}
else
{
if ( HasSphereNodeFlag( SNF_ROOT_TREE ) )
{
CCharSphereNode* pLink = (CCharSphereNode*) GetLink();
if ( pLink )
{
pLink->SendToRange( centerPos, fDistance, szPacket, dwPacketSize, cCMD_In ) ;
}
}
else
{
// Packet 전송
if (NULL != m_pCharacter)
{
CGameClientDispatch* lpDispatcher = m_pCharacter->GetDispatcher();
if (NULL != lpDispatcher)
{
lpDispatcher->GetSendStream().PutBuffer( szPacket, dwPacketSize, cCMD_In );
}
}
}
}
}
void
CCharSphereTree::SendToRange( const Position& centerPos, float fDistance, const char* szPacket, unsigned long dwPacketSize, unsigned char cCMD_In )
{
m_pRoot->SendToRange( centerPos, fDistance, szPacket, dwPacketSize, cCMD_In );
}