octane-0.18.0: Parse Rocket League replays.
Octane.Type.Value.RigidBodyStateValue
data RigidBodyStateValue Source #
Constructors
Fields
Instances
Methods
(==) :: RigidBodyStateValue -> RigidBodyStateValue -> Bool #
(/=) :: RigidBodyStateValue -> RigidBodyStateValue -> Bool #
showsPrec :: Int -> RigidBodyStateValue -> ShowS #
show :: RigidBodyStateValue -> String #
showList :: [RigidBodyStateValue] -> ShowS #
toJSON :: RigidBodyStateValue -> Value #
toEncoding :: RigidBodyStateValue -> Encoding #
toJSONList :: [RigidBodyStateValue] -> Value #
toEncodingList :: [RigidBodyStateValue] -> Encoding #
getField :: Proxy# Symbol "sleeping" -> RigidBodyStateValue -> Boolean #
modifyField :: Proxy# Symbol "sleeping" -> (Boolean -> Boolean) -> RigidBodyStateValue -> RigidBodyStateValue #
setField :: Proxy# Symbol "sleeping" -> RigidBodyStateValue -> Boolean -> RigidBodyStateValue #
fieldLens :: Functor f => Proxy# Symbol "sleeping" -> (Boolean -> f Boolean) -> RigidBodyStateValue -> f RigidBodyStateValue #
modifyField :: Proxy# Symbol "angularVelocity" -> (Maybe (Vector Int) -> Maybe (Vector Int)) -> RigidBodyStateValue -> RigidBodyStateValue #
setField :: Proxy# Symbol "angularVelocity" -> RigidBodyStateValue -> Maybe (Vector Int) -> RigidBodyStateValue #
fieldLens :: Functor f => Proxy# Symbol "angularVelocity" -> (Maybe (Vector Int) -> f (Maybe (Vector Int))) -> RigidBodyStateValue -> f RigidBodyStateValue #
modifyField :: Proxy# Symbol "linearVelocity" -> (Maybe (Vector Int) -> Maybe (Vector Int)) -> RigidBodyStateValue -> RigidBodyStateValue #
setField :: Proxy# Symbol "linearVelocity" -> RigidBodyStateValue -> Maybe (Vector Int) -> RigidBodyStateValue #
fieldLens :: Functor f => Proxy# Symbol "linearVelocity" -> (Maybe (Vector Int) -> f (Maybe (Vector Int))) -> RigidBodyStateValue -> f RigidBodyStateValue #
modifyField :: Proxy# Symbol "position" -> (Vector Int -> Vector Int) -> RigidBodyStateValue -> RigidBodyStateValue #
setField :: Proxy# Symbol "position" -> RigidBodyStateValue -> Vector Int -> RigidBodyStateValue #
fieldLens :: Functor f => Proxy# Symbol "position" -> (Vector Int -> f (Vector Int)) -> RigidBodyStateValue -> f RigidBodyStateValue #
modifyField :: Proxy# Symbol "rotation" -> (Vector Float -> Vector Float) -> RigidBodyStateValue -> RigidBodyStateValue #
setField :: Proxy# Symbol "rotation" -> RigidBodyStateValue -> Vector Float -> RigidBodyStateValue #
fieldLens :: Functor f => Proxy# Symbol "rotation" -> (Vector Float -> f (Vector Float)) -> RigidBodyStateValue -> f RigidBodyStateValue #
getField :: Proxy# Symbol "angularVelocity" -> RigidBodyStateValue -> Maybe (Vector Int) #
getField :: Proxy# Symbol "linearVelocity" -> RigidBodyStateValue -> Maybe (Vector Int) #
getField :: Proxy# Symbol "position" -> RigidBodyStateValue -> Vector Int #
getField :: Proxy# Symbol "rotation" -> RigidBodyStateValue -> Vector Float #
getField :: Proxy# Symbol "sleeping" -> Rec cs0 RigidBodyStateValue -> Boolean #
getField :: Proxy# Symbol "angularVelocity" -> Rec cs0 RigidBodyStateValue -> Maybe (Vector Int) #
getField :: Proxy# Symbol "linearVelocity" -> Rec cs0 RigidBodyStateValue -> Maybe (Vector Int) #
getField :: Proxy# Symbol "position" -> Rec cs0 RigidBodyStateValue -> Vector Int #
getField :: Proxy# Symbol "rotation" -> Rec cs0 RigidBodyStateValue -> Vector Float #
modifyField :: Proxy# Symbol "sleeping" -> (Boolean -> Boolean) -> Rec cs0 RigidBodyStateValue -> Rec cs0 RigidBodyStateValue #
setField :: Proxy# Symbol "sleeping" -> Rec cs0 RigidBodyStateValue -> Boolean -> Rec cs0 RigidBodyStateValue #
fieldLens :: Functor f => Proxy# Symbol "sleeping" -> (Boolean -> f Boolean) -> Rec cs0 RigidBodyStateValue -> f (Rec cs0 RigidBodyStateValue) #
modifyField :: Proxy# Symbol "angularVelocity" -> (Maybe (Vector Int) -> Maybe (Vector Int)) -> Rec cs0 RigidBodyStateValue -> Rec cs0 RigidBodyStateValue #
setField :: Proxy# Symbol "angularVelocity" -> Rec cs0 RigidBodyStateValue -> Maybe (Vector Int) -> Rec cs0 RigidBodyStateValue #
fieldLens :: Functor f => Proxy# Symbol "angularVelocity" -> (Maybe (Vector Int) -> f (Maybe (Vector Int))) -> Rec cs0 RigidBodyStateValue -> f (Rec cs0 RigidBodyStateValue) #
modifyField :: Proxy# Symbol "linearVelocity" -> (Maybe (Vector Int) -> Maybe (Vector Int)) -> Rec cs0 RigidBodyStateValue -> Rec cs0 RigidBodyStateValue #
setField :: Proxy# Symbol "linearVelocity" -> Rec cs0 RigidBodyStateValue -> Maybe (Vector Int) -> Rec cs0 RigidBodyStateValue #
fieldLens :: Functor f => Proxy# Symbol "linearVelocity" -> (Maybe (Vector Int) -> f (Maybe (Vector Int))) -> Rec cs0 RigidBodyStateValue -> f (Rec cs0 RigidBodyStateValue) #
modifyField :: Proxy# Symbol "position" -> (Vector Int -> Vector Int) -> Rec cs0 RigidBodyStateValue -> Rec cs0 RigidBodyStateValue #
setField :: Proxy# Symbol "position" -> Rec cs0 RigidBodyStateValue -> Vector Int -> Rec cs0 RigidBodyStateValue #
fieldLens :: Functor f => Proxy# Symbol "position" -> (Vector Int -> f (Vector Int)) -> Rec cs0 RigidBodyStateValue -> f (Rec cs0 RigidBodyStateValue) #
modifyField :: Proxy# Symbol "rotation" -> (Vector Float -> Vector Float) -> Rec cs0 RigidBodyStateValue -> Rec cs0 RigidBodyStateValue #
setField :: Proxy# Symbol "rotation" -> Rec cs0 RigidBodyStateValue -> Vector Float -> Rec cs0 RigidBodyStateValue #
fieldLens :: Functor f => Proxy# Symbol "rotation" -> (Vector Float -> f (Vector Float)) -> Rec cs0 RigidBodyStateValue -> f (Rec cs0 RigidBodyStateValue) #