diff --git a/src/AcDream.Core/Physics/TransitionTypes.cs b/src/AcDream.Core/Physics/TransitionTypes.cs index 9749fdf..297edbf 100644 --- a/src/AcDream.Core/Physics/TransitionTypes.cs +++ b/src/AcDream.Core/Physics/TransitionTypes.cs @@ -2308,6 +2308,19 @@ public sealed class Transition // the same 6-path dispatcher. For now we keep the swept-sphere // cylinder test which matches the retail CylSphere behavior. result = CylinderCollision(obj, sp); + + // A6.P4 door investigation (2026-05-24): log every Cylinder + // shadow tested. Tells us whether the broadphase returned + // the door AND what CylinderCollision decided. Greppable + // alongside [entity-source] (which logs the door's radius + // / height at registration). Gated on ProbeBuildingEnabled. + if (PhysicsDiagnostics.ProbeBuildingEnabled) + { + Vector3 dxy = obj.Position - sp.GlobalCurrCenter[0].Origin; + float distXY = MathF.Sqrt(dxy.X * dxy.X + dxy.Y * dxy.Y); + Console.WriteLine(System.FormattableString.Invariant( + $"[cyl-test] obj=0x{obj.EntityId:X8} state=0x{obj.State:X8} radius={obj.Radius:F3} height={obj.CylHeight:F3} pos=({obj.Position.X:F2},{obj.Position.Y:F2},{obj.Position.Z:F2}) distXY={distXY:F3} result={result}")); + } } // L.2a slice 3: attribute the collision (if any) to this entity.