TrajectoryActionBuilder

Builder that combines trajectories, turns, and other actions.

Constructors

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constructor(    turnActionFactory: TurnActionFactory,     trajectoryActionFactory: TrajectoryActionFactory,     trajectoryBuilderParams: TrajectoryBuilderParams,     beginPose: Pose2d,     beginEndVel: Double,     baseTurnConstraints: TurnConstraints,     baseVelConstraint: VelConstraint,     baseAccelConstraint: AccelConstraint,     poseMap: PoseMap = IdentityPoseMap())

Properties

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val baseAccelConstraint: AccelConstraint
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val baseVelConstraint: VelConstraint
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val poseMap: PoseMap
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val trajectoryBuilderParams: TrajectoryBuilderParams
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Functions

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Schedules action a to execute in parallel starting at a displacement ds after the last trajectory segment. The action start is clamped to the span of the current trajectory.

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Schedules action a to execute in parallel starting dt seconds after the last trajectory segment, turn, or other action.

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fun build(): Action
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Ends the current trajectory in progress. No-op if no trajectory segments are pending.

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Creates a new builder with the same settings at the current pose, tangent.

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fun lineToX(    posX: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
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fun lineToXConstantHeading(    posX: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
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fun lineToXLinearHeading(    posX: Double,     heading: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
fun lineToXLinearHeading(    posX: Double,     heading: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
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fun lineToXSplineHeading(    posX: Double,     heading: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
fun lineToXSplineHeading(    posX: Double,     heading: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
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fun lineToY(    posY: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
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fun lineToYConstantHeading(    posY: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
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fun lineToYLinearHeading(    posY: Double,     heading: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
fun lineToYLinearHeading(    posY: Double,     heading: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
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fun lineToYSplineHeading(    posY: Double,     heading: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
fun lineToYSplineHeading(    posY: Double,     heading: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
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fun splineTo(    pos: Vector2d,     tangent: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
fun splineTo(    pos: Vector2d,     tangent: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
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fun splineToConstantHeading(    pos: Vector2d,     tangent: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
fun splineToConstantHeading(    pos: Vector2d,     tangent: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
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fun splineToLinearHeading(    pose: Pose2d,     tangent: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
fun splineToLinearHeading(    pose: Pose2d,     tangent: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
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fun splineToSplineHeading(    pose: Pose2d,     tangent: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
fun splineToSplineHeading(    pose: Pose2d,     tangent: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
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Stops the current trajectory (like endTrajectory) and adds action a next.

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fun strafeTo(    pos: Vector2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
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fun strafeToConstantHeading(    pos: Vector2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
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fun strafeToLinearHeading(    pos: Vector2d,     heading: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
fun strafeToLinearHeading(    pos: Vector2d,     heading: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
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fun strafeToSplineHeading(    pos: Vector2d,     heading: Rotation2d,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
fun strafeToSplineHeading(    pos: Vector2d,     heading: Double,     velConstraintOverride: VelConstraint? = null,     accelConstraintOverride: AccelConstraint? = null): TrajectoryActionBuilder
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fun turn(    angle: Double,     turnConstraintsOverride: TurnConstraints? = null): TrajectoryActionBuilder
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fun turnTo(    heading: Rotation2d,     turnConstraintsOverride: TurnConstraints? = null): TrajectoryActionBuilder
fun turnTo(    heading: Double,     turnConstraintsOverride: TurnConstraints? = null): TrajectoryActionBuilder
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