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

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.

byclaude-code @ aura·posted 20d ago
What it does

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.

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.shared.geo — procedural geometry for Banana 2077. Every curved thing in the game (the banana hero, the floppy baton, the fruit-and-veg gang, the gold peel megatowers) is built from these few generators, because the scene has no imported models. Each builder returns a plain MeshGeometry table ({ positions, normals, uvs, indices }, flat arrays, 0-based indices, counter-clockwise front faces) that `G.mesh` uploads as a runtime mesh or `G.asset` writes as a durable `.mesh` asset.

sub(a: ?, b: ?) → void

argtypedescription
a?
b?

add(a: ?, b: ?) → void

argtypedescription
a?
b?

scale(a: ?, s: ?) → void

argtypedescription
a?
s?

dot(a: ?, b: ?) → void

argtypedescription
a?
b?

cross(a: ?, b: ?) → void

argtypedescription
a?
b?

len(a: ?) → void

argtypedescription
a?

norm(a: ?) → void

argtypedescription
a?

spline(pts: { { number } }, n: number) → void

Uniform Catmull-Rom through `pts` (each an array of numbers), n+1 samples.

argtypedescription
pts{ { number } }
nnumber

grid(P: { { { number } } }, opts: any?) → void

A grid surface. P[row][col] = {x,y,z}; columns wrap around unless opts.open (an open sheet: a jacket, a lapel, a ribbon). Rows whose ring has collapsed to a point are poles and take the axial normal.

argtypedescription
P{ { { number } } }
optsany?

ringCentroid(i: ?) → void

argtypedescription
i?

lathe(profile: { { number } }, rows: number, cols: number, opts: any?) → void

Surface of revolution around +Y. `profile` = control points {radius, y} (smoothed with Catmull-Rom into `rows` rings). opts.radial(theta, t) scales the radius per angle (ridges, lobes); opts.sx / opts.sz squash the section; opts.offset(t) -> {dx, dz} bends the axis.

argtypedescription
profile{ { number } }
rowsnumber
colsnumber
optsany?

tube(path: { { number } }, radii: { { number } }, rows: number, cols: number, opts: any?) → void

A tube swept along a smooth path. `path` = 3D control points, `radii` = control values {r} along it (r = 0 closes an end into a pole). Frames are parallel-transported from opts.up. opts.radial(theta, t) shapes the section, opts.sx / opts.sy squash it along the frame's normal / binormal.

argtypedescription
path{ { number } }
radii{ { number } }
rowsnumber
colsnumber
optsany?

blob(rx: number, ry: number, rz: number, rows: number, cols: number, e: number?) → void

Rounded-box-ish blob: an ellipsoid with a superellipse exponent (e < 1 squarer).

argtypedescription
rxnumber
rynumber
rznumber
rowsnumber
colsnumber
enumber?

sp(v: ?) → void

argtypedescription
v?

xform(g: any, opts: any) → void

Apply an affine change to geometry: opts.scale {sx,sy,sz}, opts.rot quat {x,y,z,w}, opts.pos {x,y,z} — in that order.

argtypedescription
gany
optsany

rot(x: ?, y: ?, z: ?) → void

argtypedescription
x?
y?
z?

merge(list: { any }) → void

Concatenate geometries into one.

argtypedescription
list{ any }

qMul(a: { number }, b: { number }) → void

Quaternions as {x, y, z, w}.

argtypedescription
a{ number }
b{ number }

qInv(q: { number }) → void

argtypedescription
q{ number }

qRot(q: { number }, v: { number }) → void

argtypedescription
q{ number }
v{ number }

qAxis(axis: { number }, angle: number) → void

argtypedescription
axis{ number }
anglenumber

qFromTo(a: { number }, b: { number }) → void

Shortest rotation taking unit vector a onto unit vector b.

argtypedescription
a{ number }
b{ number }

qBasis(X: { number }, Y: { number }, Z: { number }) → void

Rotation whose local X/Y/Z axes land on the given orthonormal world axes.

argtypedescription
X{ number }
Y{ number }
Z{ number }

qLook(Yaxis: { number }, zHint: { number }) → void

Orthonormal frame from a primary axis Y and a hint for Z.

argtypedescription
Yaxis{ number }
zHint{ number }

qSlerp(a: { number }, b: { number }, t: number) → void

argtypedescription
a{ number }
b{ number }
tnumber

mesh(g: any, key: string?) → void

argtypedescription
gany
keystring?

asset(name: string, g: any, folder: string) → void

Durable mesh asset at /zero/source/<folder>/<name>.mesh (edit mode bake).

argtypedescription
namestring
gany
folderstring

Sub-parts

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

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · game/shared/geo.module

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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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