octane-0.16.1: 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 #
Associated Types
type Rep RigidBodyStateValue :: * -> * #
from :: RigidBodyStateValue -> Rep RigidBodyStateValue x #
to :: Rep RigidBodyStateValue x -> RigidBodyStateValue #
rnf :: RigidBodyStateValue -> () #
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)