TrajectoryBuilder

Constructors

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constructor(    beginPose: Pose2d,     eps: Double,     beginEndVel: Double,     baseVelConstraint: VelConstraint,     baseAccelConstraint: AccelConstraint,     dispResolution: Double,     angResolution: Double,     poseMap: PoseMap = IdentityPoseMap())

Functions

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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
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fun strafeTo(    pos: Vector2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
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fun strafeToConstantHeading(    pos: Vector2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
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fun strafeToLinearHeading(    pos: Vector2d,     heading: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
fun strafeToLinearHeading(    pos: Vector2d,     heading: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
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fun strafeToSplineHeading(    pos: Vector2d,     heading: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder
fun strafeToSplineHeading(    pos: Vector2d,     heading: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryBuilder