Safe Trajectory Builder
Constructors
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fun SafeTrajectoryBuilder( beginPose: Pose2d, beginTangent: Rotation2d, eps: Double, beginEndVel: Double, baseVelConstraint: VelConstraint, baseAccelConstraint: AccelConstraint, resolution: Double, poseMap: TrajectoryBuilder.PoseMap = TrajectoryBuilder.PoseMap { it })
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Functions
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fun forward( dist: Double, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): TangentTrajectoryBuilder
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fun forwardConstantHeading( dist: Double, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): ConstantTrajectoryBuilder
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fun forwardLinearHeading( dist: Double, heading: Rotation2d, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): RestrictedTrajectoryBuilder
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fun forwardLinearHeading( dist: Double, heading: Double, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): RestrictedTrajectoryBuilder
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fun forwardSplineHeading( dist: Double, heading: Rotation2d, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): SafeTrajectoryBuilder
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fun forwardSplineHeading( dist: Double, heading: Double, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): SafeTrajectoryBuilder
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fun lineToX( posX: Double, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): TangentTrajectoryBuilder
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fun lineToXConstantHeading( posX: Double, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): ConstantTrajectoryBuilder
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fun lineToXLinearHeading( posX: Double, heading: Rotation2d, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): RestrictedTrajectoryBuilder
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fun lineToXLinearHeading( posX: Double, heading: Double, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): RestrictedTrajectoryBuilder
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fun lineToXSplineHeading( posX: Double, heading: Rotation2d, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): SafeTrajectoryBuilder
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fun lineToXSplineHeading( posX: Double, heading: Double, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): SafeTrajectoryBuilder
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fun lineToY( posY: Double, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): TangentTrajectoryBuilder
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fun lineToYConstantHeading( posY: Double, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): ConstantTrajectoryBuilder
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fun lineToYLinearHeading( posY: Double, heading: Rotation2d, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): RestrictedTrajectoryBuilder
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fun lineToYLinearHeading( posY: Double, heading: Double, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): RestrictedTrajectoryBuilder
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fun lineToYSplineHeading( posY: Double, heading: Rotation2d, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): SafeTrajectoryBuilder
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fun lineToYSplineHeading( posY: Double, heading: Double, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): SafeTrajectoryBuilder
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fun splineTo( pos: Vector2d, tangent: Rotation2d, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): TangentTrajectoryBuilder
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fun splineTo( pos: Vector2d, tangent: Double, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): TangentTrajectoryBuilder
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fun splineToConstantHeading( pos: Vector2d, tangent: Rotation2d, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): ConstantTrajectoryBuilder
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fun splineToConstantHeading( pos: Vector2d, tangent: Double, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): ConstantTrajectoryBuilder
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fun splineToLinearHeading( pose: Pose2d, tangent: Rotation2d, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): RestrictedTrajectoryBuilder
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fun splineToLinearHeading( pose: Pose2d, tangent: Double, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): RestrictedTrajectoryBuilder
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fun splineToSplineHeading( pose: Pose2d, tangent: Rotation2d, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): SafeTrajectoryBuilder
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fun splineToSplineHeading( pose: Pose2d, tangent: Double, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): SafeTrajectoryBuilder
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