Package org.horizon36596.simloop.field


package org.horizon36596.simloop.field
  • Class
    Description
    A compartment of a KinematicBody that game pieces can come to rest in and be counted in: a box in the body's own frame.
    A solid convex polyhedron a ball can rest on, roll along and bounce off: a convex hull given as its corner points and its triangles.
    The one and only place the localizer ↔ field frame rotation is written.
    Everything fixed about the field that a game piece can touch: the perimeter wall, the solid obstacles, the goals, the rigid structures pieces collide with and rest in, the robot's own footprint, and the physics numbers.
    One named setter per fact.
    Whether the robot's rectangular footprint overlaps a field structure, and the shortest move that would take it back out.
    The shortest move that takes the footprint out of one box.
    One game piece in the sim: a ball of some kind, at a field position in inches, moving at some velocity, in exactly one PossessionState.
    The numbers that govern how loose and in-flight game pieces move: gravity, how bouncy each kind of contact is, how quickly a rolling piece slows down, and how finely a sim tick is sub-stepped.
    Builder with one named setter per number, each documented with its default's provenance.
    The one place a game piece changes hands or moves.
    What makes a KinematicBody a dynamic hinged body: one degree of freedom, its angle about the body's fixed axis, moved by gravity on its own mass and by every contact the game pieces make with it.
    A rigid structure that game pieces collide with and can rest in, and that may turn about one fixed axis: a goal that tips, a flap, or a fixed frame that never moves.
    A fixed, solid, axis-aligned box on the field that game pieces bounce off: a goal structure's frame, a flower's foot, a wall segment.
    A solid box that may be turned any way: a centre, three perpendicular unit axes and a half extent along each.
    The complete, fixed set of possession states one game piece can be in.
    One part of a robot touching one thing on the field: which part, which structure, how deep, and the shortest horizontal move of the robot that would take that part back out.
    The robot as a compound of solid boxes in its own frame: a few for the chassis, a few for each mechanism, posed for the mechanisms' current positions.
    A region of the field that an in-flight game piece scores by entering: the mouth of a goal.
    A seeded random-number generator for anything on the field that is random on a real field and must still replay identically in the sim: where the contents of a tipped goal land, for example.
    A robot that stands still: an alliance partner parked for a whole period, or a no-show's empty spot made solid.
    A rectangular region bolted to the robot that decides whether a game piece is close enough to be acquired — the "mouth" of an intake, expressed as geometry instead of roller-on-ball contact.