TrajectoryBuilder

class TrajectoryBuilder

Constructors

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fun TrajectoryBuilder(    beginPose: Pose2d,     beginTangent: Rotation2d,     eps: Double,     beginEndVel: Double,     baseVelConstraint: VelConstraint,     baseAccelConstraint: AccelConstraint,     resolution: Double,     poseMap: TrajectoryBuilder.PoseMap = PoseMap { it })

Types

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fun interface PoseMap

Functions

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fun build(): Trajectory
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fun forward(    dist: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
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fun forwardConstantHeading(    dist: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
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fun forwardLinearHeading(    dist: Double,     heading: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
fun forwardLinearHeading(    dist: Double,     heading: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
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fun forwardSplineHeading(    dist: Double,     heading: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
fun forwardSplineHeading(    dist: Double,     heading: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
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fun lineToX(    posX: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
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fun lineToXConstantHeading(    posX: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
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fun lineToXLinearHeading(    posX: Double,     heading: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
fun lineToXLinearHeading(    posX: Double,     heading: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
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fun lineToXSplineHeading(    posX: Double,     heading: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
fun lineToXSplineHeading(    posX: Double,     heading: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
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fun lineToY(    posY: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
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fun lineToYConstantHeading(    posY: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
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fun lineToYLinearHeading(    posY: Double,     heading: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
fun lineToYLinearHeading(    posY: Double,     heading: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
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fun lineToYSplineHeading(    posY: Double,     heading: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
fun lineToYSplineHeading(    posY: Double,     heading: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
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fun splineTo(    pos: Vector2d,     tangent: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
fun splineTo(    pos: Vector2d,     tangent: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
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fun splineToConstantHeading(    pos: Vector2d,     tangent: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
fun splineToConstantHeading(    pos: Vector2d,     tangent: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
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fun splineToLinearHeading(    pose: Pose2d,     tangent: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
fun splineToLinearHeading(    pose: Pose2d,     tangent: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
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fun splineToSplineHeading(    pose: Pose2d,     tangent: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
fun splineToSplineHeading(    pose: Pose2d,     tangent: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder