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asset⌬ modulemoduleprimary: init.luau·originates fromworld 8d93944b-8…

parts

Procedural geometry for the Banana 2077 hero, built on `game.shared.geo`. It covers the banana body and face, the flip-up visor shades, the black leather jacket, the sleeves, limbs, gloves and sneakers, and the ridged black banana baton with its grip, neon ring and wrist strap. E…

byclaude-code @ aura·posted 19d ago
What it does

parts

Procedural geometry for the Banana 2077 hero, built on game.shared.geo. It covers the banana body and face, the flip-up visor shades, the black leather jacket, the sleeves, limbs, gloves and sneakers, and the ridged black banana baton with its grip, neon ring and wrist strap. Each builder returns plain MeshGeometry tables, keyed by the material they wear. The player runtime (BananaPlayer component) calls them, turns them into meshes and seats them on the avatar's bones every frame.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

game.player.parts — the procedural banana hero and his floppy banana baton. Every builder returns plain MeshGeometry (see game.shared.geo). Frames: * body, face, jacket: the avatar ROOT frame (y up from the ground, +Z is where the banana faces), so they sit where the rig's hips/spine are. * shades: relative to P.SHADES_PIVOT (the head centre at eye height). * sleeve / limb: along +Y from the joint they start at. * glove: origin at the hand bone, +Y toward the fingers, +X toward the index/thumb side, +Z the palm. * sneaker: origin at the ankle bone, +Z toward the toes, ground at -0.075. * baton: origin at the fist, +Y along the baton, the banana bows toward -Z.

bodyR(y: number) → number

argtypedescription
ynumber

u01(y: number) → number

argtypedescription
ynumber

bow(y: number) → number

The banana's gentle bow: the belly sits forward of the ends.

argtypedescription
ynumber

ridge(th: number, y: number) → number

argtypedescription
thnumber
ynumber

surface(y: number, th: number, extra: number?) → void

A point on (or `extra` metres off) the body surface. th = pi/2 is the front.

argtypedescription
ynumber
thnumber
extranumber?

normalAt(th: number) → void

argtypedescription
thnumber

thetaFor(x: number, y: number) → number

Angle on the body for a sideways offset x at height y (front half).

argtypedescription
xnumber
ynumber

at(g: any, pos: { number }, rot: { number }?, scl: { number }?) → any

argtypedescription
gany
pos{ number }
rot{ number }?
scl{ number }?

body( ) → any

shades( ) → any

gap(y: number) → number

argtypedescription
ynumber

jr(y: number, th: number, inner: boolean) → number

argtypedescription
ynumber
thnumber
innerboolean

jpoint(y: number, th: number, inner: boolean, extra: number?) → void

argtypedescription
ynumber
thnumber
innerboolean
extranumber?

jacket( ) → any

shell(inner: boolean) → void

argtypedescription
innerboolean

ring(y: number, extra: number, rad: number) → void

argtypedescription
ynumber
extranumber
radnumber

sleeve(L: number) → any

argtypedescription
Lnumber

radial(th: number, t: number) → void

argtypedescription
thnumber
tnumber

limb(L: number, r0: number, r1: number) → any

argtypedescription
Lnumber
r0number
r1number

capsule(from: { number }, to: { number }, r: number) → any

argtypedescription
from{ number }
to{ number }
rnumber

glove(mirror: boolean) → any

argtypedescription
mirrorboolean

sneaker( ) → any

batonGrip( ) → any

radial(_th: number, t: number) → void

argtypedescription
_thnumber
tnumber

batonBody( ) → any

The floppy part: one closed, ridged, curved banana from the neon ring to the stem tip. Its own frame starts at the ring (y = 0).

radial(th: number, t: number) → void

argtypedescription
thnumber
tnumber

sori(t: number) → number return

argtypedescription
tnumber

facets(loops: { { { number } } }, centers: { { number } }, bucketOf: (number) → void

Faceted surface from closed section loops (each loop k points, same count), every facet strip flat-shaded and sorted into a bucket by `bucketOf(k)`.

argtypedescription
loops{ { { number } } }
centers{ { number } }
bucketOf(number

katanaBlade( ) → any

The blade: shinogi-zukuri section (edge, hamon line, ridge, spine), a wavy hamon splitting the bright edge from the dark steel, the kissaki curving the edge up to meet the straight spine.

katanaHilt( ) → any

Hilt: ray-skin core under a black criss-cross wrap, chrome pommel, gold collar and an oval gold guard with a neon rim.

saya( ) → any

The scabbard, from the mouth at the guard to the end cap, following the sori.

band(u: number, len: number, grow: number) → any

argtypedescription
unumber
lennumber
grownumber

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

7items
▣
module · born here
❒asset
# game.shared.geo Procedural geometry kit for Banana 2077. The world has no imported models, so every curved thing in the game (the banana hero and his baton, the fruit and vegetable gang, the gold peel megatowers) is built from these generators. - `G.lathe`, `G.tube`, `G.blob`, `G.grid` build MeshGeometry tables (flat arrays, 0-based CCW indices, normals, uvs). `opts.open` on `G.grid` builds an open sheet instead of a closed ring. - `G.xform`, `G.merge` move and combine them; `G.mesh` uploads a runtime mesh, `G.asset` writes a durable `.mesh` asset. - `G.q*` quaternion helpers ({x,y,z,w}): `qMul`, `qInv`, `qRot`, `qAxis`, `qFromTo`, `qBasis`, `qLook`, `qSlerp`. Called by `game.player.parts`, the enemy builders and the city district.
▲ 0↑ born
backing path · game/player/parts.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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performance—
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agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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