!&      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ None"#=>?@AHMSVXi3 apecs-physics(What entity did this query connect with? apecs-physics9The closest point on the shape's surface (in world space) apecs-physics!The distance to the queried point apecs-physics9The gradient of the distance function. This is equal to 'pqPoint'/'pqDistance'. but accurate for even very small distances.  apecs-physics(What entity did this query connect with? apecs-physics2The point that the segment impacted with the shape apecs-physics.The normal of the surface that the segment hit apecs-physicsThe normalized distance along the query segment in the range `[0, 1]`. Multiply it by the length of the segment to get the distance away the shape is. apecs-physicsTA callback called when two bodies start touching for the first time. If it returns I, the physics engine will process the collision normally. If it returns , the physics engine will ignore the collision entirely. apecs-physicsIA callback called when two bodies have just stopped touching. This will always be called if ' is, regardless of the return value of . apecs-physics`A callback called when two bodies are touching during a physics step. If this function returns , the collision will be processed normally. If it returns 'False, then the physics engine will stop processing the collision for this step. apecs-physics/A callback called when two bodies are touching after the response to the collision has been processed. This means that you can determine the collision impulse or kinetic energy in this callback, if you need that for processing. apecs-physics4Maintains a fixed distance between two anchor points apecs-physicsA PinJoint" with minimum and maximum distance apecs-physics3Creates a pivot point at the given world coordinate apecs-physics3Creates a pivot point at the given body coordinates apecs-physicsvThe first two vectors are the start and end of the groove on body A, the third argument is the anchor point on body B. apecs-physicsQSpring between two anchor points, with given rest length, stiffness, and damping.  apecs-physics<Rotary sping, with given rest angle, stiffness, and damping.! apecs-physics$Joint with minimum and maximum angle" apecs-physicsDRathet joint with given phase and ratchet (distance between clicks).$ apecs-physics(Keeps relative angular velocity constant apecs-physics!Collision parameter, global value apecs-physics!Collision parameter, global value apecs-physics'Sleep idle time threshold, global value apecs-physics2Speed threshold to be considered idle, and a candidate for being put to sleep. Global value. Bodies with a speed less than this will not be simulated until a force acts upon them, which can potentially lead to large gains in performance, especially if there's a lot of inactive bodies in the simulation. apecs-physicsDaming factor, global value/ apecs-physics"Gravity force vector, global value1 apecs-physics+Number of iterations per step, global value3 apecs-physics%A bitmask used for collision handling< apecs-physicsThe friction of an object is a measure of how much it resists movement. Shapes with high friction will naturally slow down more quickly over time than objects with low friction.See  &https://en.wikipedia.org/wiki/Friction for more information.> apecs-physicsUThe density of a shape is a measure of how much mass an object has in a given volume.@The physics engine lets you set this, and it will calculate the @ and other components for you.See  %https://en.wikipedia.org/wiki/Density for more information.@ apecs-physicsThe mass of a shape is technically a measure of how much resistance it has to being accelerated, but it's generally easier to understand it as being how "heavy" something is.@The physics engine lets you set this, and it will calculate the > and other components for you. See  "https://en.wikipedia.org/wiki/Mass for more information.B apecs-physicsjThe elasticity of a shape. Higher elasticities will create more elastic collisions, IE, will be bouncier.See  2https://en.wikipedia.org/wiki/Elasticity_(physics) for more information.D apecs-physicsIf a body is a Dt, it exists only to trigger collision responses. It won't phyiscally interact with other bodies in any way, but it will# cause collision handlers to run. F apecs-physicsBA convex polygon. Consists of a list of vertices, and a radius.H apecs-physics<Shape component. Adding a shape to an entity that has no Body is a noop.J apecs-physicsThe  Constraint!s belonging to a body. Read-only.L apecs-physicsThe Shape!s belonging to a body. Read-only.N apecs-physics Where the BodyP's center of gravity is, in body-local coordinates. Can be read and written to.T apecs-physicsThe moment of inertia of the BodyH. This is basically the body's tendency to resist angular acceleration.V apecs-physics)A component representing the mass of the Body overall.X apecs-physics(A component used to apply a torque to a BodyQ. The torque is applied to the entire body at once. This component is reset to  0 _ after every simulation step, so it is mainly used to apply a torque as opposed to being read.Z apecs-physics'A component used to apply a force to a BodyU. The force is applied to the body's center of gravity. This component is reset to  Vec 0 0 ` after every stimulation step, so it is mainly used to apply a force as opposed to being read.\ apecs-physicsA subcomponent of Body4 representing where it is going in world coordinates^ apecs-physicsA subcomponent of Body/ representing where it is in world coordinates.` apecs-physicsAdded to a component to add it to the physics space. Deleting it will also delete all associated shapes and constraints. A body has a number of subcomponents: Position, Velocity, Force, Torque, BodyMass, Moment, Angle, AngularVelocity, and CenterOfGravityt. These components cannot be added or removed from an entity, but rather are present as long as the entity has a Body.d apecs-physicsRType synonym indicating that a vector is expected to be in world-space coordinatese apecs-physicsQType synonym indicating that a vector is expected to be in body-space coordinates apecs-physicsVector type used by the libraryf apecs-physicsPUninhabited, should be added to the world as a component to add a physics space.  $#"! %&'()*+,-./0123456987:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`cbadefNone"#%=>?@AHMVXlmm!ghNone%=>?@AHVXlmpk apecs-physics&Makes a bitmask from a list of indicesm apecs-physics4A box with the given height, width, and center point.ijklmNone"#%=>?@AHMVXklmqnNoneyp apecs-physics Map a function over all verticesq apecs-physicsKTranslates all vertices. The name shift is to prevent collisions with glossy apecs-physics$Centered rectangle with a given sizez apecs-physics&Rectangle with a given origin and size{ apecs-physics&Rectangle with origin 0 and given size| apecs-physicspSplit a shape into its edges. Will return no edges for points, but returns 2 for a line (in opposite directions)} apecs-physics<A set of lines forming a grid. Returns (r + c + 2) segments.opqrstuvwxyz{|}None"#%=>?@AHMVXklmz     None"#%=>?@AHMVXklm|^0 !"#$%&'()*+,-./0123456789:;<=>?@ABCDE None"#%=>?@AHMVXklm~ FGHIJKLMNOPQRSTUVWX~YZNone~[\]^_`abcdefghijklmnopqrstuvwxyz{|}~  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~f/012gh`abc^_\]RSPQZ[VWTUNOXYLMJKFGHI@A>?DE<=BC:;5678934ijklm%& !"#$-.+,)*'( ~ nopqrstuvwxyz{|}ed      !"#$%&'()*+,,--..//00112233445678899::;;<<==>>??@@AABBCCDDEEFFGGHHIIJJKLMNOPQRSTUVWXYZ[\]^_`abcdefgh i j k l mnopqrstrsuvwxyz{||}}~vwxyz      !"# $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 89:;<=><=?<@A<@B<@C<@D<EF<EG<EH<EI<EJ<EK<EL<EM<EN<EO<EP<EQ<ER<ES<ET<UV<UV<WX<WY<WZ<W[<\]<\]<\^<\_<\_<\`<\a<\b<\c<\d<\e<\f<\g<\h<\i<\j9:klmnlmnlopqrsqrtqruqrvqrwqrxqrxqryqrzqr{q|}q|~q|*apecs-physics-0.3.2-2bCmTu0C3DO23ZwBHcjsl3 Apecs.PhysicsApecs.Physics.TypesApecs.Physics.SpaceApecs.Physics.ShapeApecs.Physics.QueryApecs.Physics.GeometryApecs.Physics.ConstraintApecs.Physics.BodyApecs.Physics.CollisionPointQueryResultpqShapepqPoint pqDistance pqGradient CollisioncollisionNormal collisionA collisionBCollisionSourceWildcardBetweenCollisionHandlersourcebeginCB separateCB preSolveCB postSolveCB PostSolveCB PreSolveCB SeparateCBBeginCBConstraintTypePinJoint SlideJoint PivotJoint PivotJoint2 GrooveJoint DampedSpringDampedRotarySpringRotaryLimitJoint RatchetJoint GearJoint SimpleMotor Constraint CollideBodies ErrorBiasMaxBiasMaxForceGravity IterationsBitmaskCollisionFilter filterGroupfilterCategories filterMaskSurfaceVelocityFrictionDensityMass ElasticitySensorConvexShapeConstraintList ShapeListCenterOfGravityAngularVelocityAngleMomentBodyMassTorqueForceVelocityPositionBody DynamicBody KinematicBody StaticBodyWVecBVecPhysics stepPhysics earthGravitymaskAllmaskNonemaskList defaultFilterboxShape pointQueryvertices mapVerticesshift getRadius setRadiuscCirclezCircleoCirclehLinevLine cRectangle oRectangle zRectangletoEdges gridLinesdefaultHandler mkBeginCB mkSeparateCB mkPreSolveCB mkPostSolveCBsqShape sqImpactPointsqImpactNormal sqImpactAlphaghc-prim GHC.TypesTrueFalse CollisionBias CollisionSlop SleepIdleTimeIdleSpeedThresholdDampingVecSegmentQueryResultCollisionPropertiescollisionSurfaceVelocitycollisionFrictioncollisionElasticity PostSolveFunc PreSolveFunc SeparateFunc BeginFuncSpacePtrPtrMapIOMapRecordrecValrecPtr BodyRecord brConstraintsbrShapesbrBodybrPtrSpacespacePtr spHandlers spConstraintsspShapesspBodiesFrnVecFrnSpaceCollisionGroup CollisionTypephycsCtxphycsTypesTablecast inline_c_ffi_6989586621679125763 inline_c_ffi_6989586621679125772 inline_c_ffi_6989586621679125816 inline_c_ffi_6989586621679125850 inline_c_ffi_6989586621679125859 inline_c_ffi_6989586621679125876 inline_c_ffi_6989586621679125886 inline_c_ffi_6989586621679125899newSpaceexplStepPhysics getGravity setGravity getIterations setIterations inline_c_ffi_6989586621679135852 inline_c_ffi_6989586621679135880 inline_c_ffi_6989586621679135901 inline_c_ffi_6989586621679135914 inline_c_ffi_6989586621679135923 inline_c_ffi_6989586621679135935 inline_c_ffi_6989586621679135944 inline_c_ffi_6989586621679135956 inline_c_ffi_6989586621679135965 inline_c_ffi_6989586621679135977 inline_c_ffi_6989586621679135986 inline_c_ffi_6989586621679135998 inline_c_ffi_6989586621679136007 inline_c_ffi_6989586621679136019 inline_c_ffi_6989586621679136028 inline_c_ffi_6989586621679136037 inline_c_ffi_6989586621679136053 inline_c_ffi_6989586621679136062 inline_c_ffi_6989586621679136071 inline_c_ffi_6989586621679136080 inline_c_ffi_6989586621679136099 inline_c_ffi_6989586621679136108 inline_c_ffi_6989586621679136120newShape destroyShape getSensor setSensor getElasticity setElasticitygetMasssetMass getDensity setDensity getFriction setFrictiongetSurfaceVelocitysetSurfaceVelocity getFilter setFiltergetCollisionTypesetCollisionType inline_c_ffi_6989586621679167564 inline_c_ffi_6989586621679167600 inline_c_ffi_6989586621679173805 inline_c_ffi_6989586621679173842 inline_c_ffi_6989586621679173867 inline_c_ffi_6989586621679173898 inline_c_ffi_6989586621679173935 inline_c_ffi_6989586621679173975 inline_c_ffi_6989586621679174003 inline_c_ffi_6989586621679174028 inline_c_ffi_6989586621679174053 inline_c_ffi_6989586621679174078 inline_c_ffi_6989586621679174100 inline_c_ffi_6989586621679174113 inline_c_ffi_6989586621679174122 inline_c_ffi_6989586621679174134 inline_c_ffi_6989586621679174143 inline_c_ffi_6989586621679174156 inline_c_ffi_6989586621679174165 inline_c_ffi_6989586621679174178 inline_c_ffi_6989586621679174187 inline_c_ffi_6989586621679174200 newConstraintdestroyConstraint getMaxForce setMaxForce getMaxBias setMaxBias getErrorBias setErrorBiasgetCollideBodiessetCollideBodies inline_c_ffi_6989586621679207563 inline_c_ffi_6989586621679207575 inline_c_ffi_6989586621679207584 inline_c_ffi_6989586621679207597 inline_c_ffi_6989586621679207606 inline_c_ffi_6989586621679207615 inline_c_ffi_6989586621679207631 inline_c_ffi_6989586621679207640 inline_c_ffi_6989586621679207649 inline_c_ffi_6989586621679207665 inline_c_ffi_6989586621679207674 inline_c_ffi_6989586621679207687 inline_c_ffi_6989586621679207696 inline_c_ffi_6989586621679207709 inline_c_ffi_6989586621679207718 inline_c_ffi_6989586621679207727 inline_c_ffi_6989586621679207743 inline_c_ffi_6989586621679207752 inline_c_ffi_6989586621679207765 inline_c_ffi_6989586621679207774 inline_c_ffi_6989586621679207787 inline_c_ffi_6989586621679207796 inline_c_ffi_6989586621679207809 inline_c_ffi_6989586621679207818 inline_c_ffi_6989586621679207827 inline_c_ffi_6989586621679207843newBody setBodyType getBodyType destroyBody getPosition setPosition getVelocity setVelocitygetAnglesetAnglegetAngularVelocitysetAngularVelocitygetForcesetForce getBodyMass setBodyMass getMoment setMoment getTorque setTorquegetCenterOfGravitysetCenterOfGravity inline_c_ffi_6989586621679241397 inline_c_ffi_6989586621679241406 inline_c_ffi_6989586621679241415 inline_c_ffi_6989586621679241424 inline_c_ffi_6989586621679241456 inline_c_ffi_6989586621679241465 inline_c_ffi_6989586621679241474 inline_c_ffi_6989586621679241483 inline_c_ffi_6989586621679241510 inline_c_ffi_6989586621679241521 inline_c_ffi_6989586621679241532 inline_c_ffi_6989586621679241549 inline_c_ffi_6989586621679241561 inline_c_ffi_6989586621679241572 inline_c_ffi_6989586621679241584 inline_c_ffi_6989586621679241595 inline_c_ffi_6989586621679241607 inline_c_ffi_6989586621679241618 inline_c_ffi_6989586621679241630newCollisionHandlerdestroyCollisionHandler mtl-2.2.2Control.Monad.Reader.Classask"apecs-0.7.3-HvUErLUFZ0sL459CjBg4OcApecs.TH makeWorldmakeWorldAndComponents Apecs.UtilrunGC newEntityglobal EntityCounter Apecs.SystemcfoldM_cfoldMcfoldcmapM_cmapMcmap$~modifydestroyexists$=setgetrunWith runSystemApecs.ComponentsNot Apecs.StoresMapUniqueGlobalCache Apecs.CoreEntityunEntitySystemTunSystemSystem ComponentStorageHasgetStoreexplInitGetSetMembersDestroyasksbase Data.ProxyProxyControl.Monad.IO.ClassliftIO$linear-1.20.8-F4NYUL4k1iLFQkGE4l8xSy Linear.V2crossZangleperpey_yxV2R2_y_xy Linear.V1exR1_xtransformers-0.5.5.0Control.Monad.Trans.Classlift