Tangent Trajectory Builder
Functions
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fun lineToX( posX: Double, velConstraintOverride: VelConstraint? = null, accelConstraintOverride: AccelConstraint? = null): TangentTrajectoryBuilder
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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 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 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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