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

slicer

Cuts closed procedural meshes along planes and caps the cut, so the katana leaves clean pieces. Used by `CrewDirector` when a katana kills a fruit thug, and again when a lying piece is slashed.

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

game.enemies.slicer

Cuts closed procedural meshes along planes and caps the cut, so the katana leaves clean pieces. Used by CrewDirector when a katana kills a fruit thug, and again when a lying piece is slashed.

  • S.cut(parts, n, p) → neg, pos: split a solid (a list of { mat, geo } parts in one frame) by the plane through p with unit normal n. Crossed triangles are split with interpolated normals and UVs; the cut edges of all parts are welded by position and chained into loops, and every closed loop gets a cap on both pieces.
  • S.cutAll(parts, { {n, p}, ... }) → every piece after cutting by each plane.
  • S.bounds(parts) → centre, half extents, triangle count.
  • S.CUT maps a flesh material to the cut-face material that shows its cross-section (tomato → cut_tomato, ...). Loops through flesh cap with it, UV-mapped to the loop's bounds so the texture's round slice fills the section; other loops (eyes, buckles) cap in their own material 1.5 mm inward.

Interface

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

conforms to

zero/source-extract/v2

strict

newGeo( ) → Geo

weldKey(x: number, y: number, z: number) → string

argtypedescription
xnumber
ynumber
znumber

triangulate(xs: { number }, ys: { number }) → void

Ear-clip a counter-clockwise simple polygon; returns 1-based index triples.

argtypedescription
xs{ number }
ys{ number }

cr(o: number, a: number, b: number) → number

argtypedescription
onumber
anumber
bnumber

cap(pts: { { number } }, n: { number }, e1: { number }, e2: { number }, flesh: boolean, negGeo: Geo, posGeo: Geo) → void

Close one cut loop on both pieces. pts = loop points (each {x,y,z}), ordered so the negative piece's cap faces +n.

argtypedescription
pts{ { number } }
n{ number }
e1{ number }
e2{ number }
fleshboolean
negGeoGeo
posGeoGeo

collect(list: { Part }) → void

Merge the parts of a piece that share a material.

argtypedescription
list{ Part }

cut(parts: { Part }, n: { number }, p0: { number }) → void

Split `parts` by the plane through p0 with unit normal n. Returns the negative piece (behind the plane) and the positive one; either may be empty.

argtypedescription
parts{ Part }
n{ number }
p0{ number }

copy(dst: Geo, map: { [number]: number }, i: number) → number

argtypedescription
dstGeo
map{ [number]: number }
inumber

keyOf(i: number) → string

argtypedescription
inumber

edgeKey(i: number, j: number) → void

the point where edge i-j crosses the plane: one position per welded edge (so every part and both pieces agree), attributes per chart

argtypedescription
inumber
jnumber

split(dst: Geo, cache: { [number]: number }, i: number, j: number, pos: { number }) → number

argtypedescription
dstGeo
cache{ [number]: number }
inumber
jnumber
pos{ number }

tri(dst: Geo, a: number, b: number, c: number) → void

argtypedescription
dstGeo
anumber
bnumber
cnumber

capMaterial(parts: { Part }, lp: any) → string

Which material closes a loop: the solid's flesh cut face for a flesh loop (the first flesh material in the solid), else the material of the part whose surface the loop's first point lies closest to.

argtypedescription
parts{ Part }
lpany

cutAll(parts: { Part }, planes: { any }) → void

Cut by several planes in turn ({ { n, p }, ... }); returns every piece.

argtypedescription
parts{ Part }
planes{ any }

bounds(parts: { Part }) → void

Axis-aligned bounds of a piece: centre, half extents and triangle count.

argtypedescription
parts{ Part }
⌬ Types
Geo = { positions: { number }, normals: { number }, uvs: { number }, indices: { number } }Part = { mat: string, geo: Geo }

Sub-parts

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7items
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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/enemies/slicer.module

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
+ performance × 0.25
± compat factor

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