engine refactor
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37 changed files with 3532 additions and 1639 deletions
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@ -7,71 +7,58 @@ import (
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// Propagator advances state under one Model, checking a set of Constraints
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// after every integration step.
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//
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// When a constraint fires, the propagator binary-search refines the violation
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// point and emits it as its final trajectory point. The Action of the
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// triggering constraint controls what the surrounding Profile does next:
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// stop the profile, transfer to Fallback, or clip and continue.
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// When a constraint fires, the propagator binary-search refines the
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// violation point and emits it as its final trajectory point. The Action of
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// the triggering constraint controls what the surrounding Profile does
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// next: stop the profile, transfer to Fallback, or clip and continue.
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type Propagator struct {
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// Name identifies the propagator in trajectory metadata.
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// Name identifies the propagator in trajectory metadata. Optional —
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// callers using sequential profile chains may leave it empty.
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Name string
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// Step is the magnitude of the integration step in seconds (always positive).
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// The Profile flips its sign for Reverse direction.
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Step float64
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// Model produces the per-second time derivative of state.
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Model Model
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// Model is the per-second derivative function used for integration.
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// One of Model or BuildModel must be non-nil. If both are set, BuildModel
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// takes precedence (it is invoked once per stage with a StageContext).
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Model Model
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BuildModel func(ctx StageContext) Model
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// Constraints are evaluated after each step. Any fired constraint stops
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// the propagator at the refined point; the first one in this slice wins
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// on ties.
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Constraints []Constraint
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// Constraints are evaluated after each step. The first violation wins.
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Constraints []Constraint
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BuildConstraints func(ctx StageContext) []Constraint
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// Fallback is the propagator to switch to when a constraint with
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// ActionFallback fires. Optional.
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Fallback *Propagator
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// Tolerance is the binary-search refinement tolerance in parameter space
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// (default 0.01, matching Tawhiri).
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// Tolerance is the binary-search refinement tolerance in parameter
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// space (default 0.01, matching Tawhiri).
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Tolerance float64
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}
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// Outcome describes how a propagator's run ended.
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type Outcome int
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const (
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// OutcomeStopped means a Constraint with ActionStop fired and the profile
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// should end here.
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OutcomeStopped Outcome = iota
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// OutcomeFallback means a Constraint with ActionFallback fired and the
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// profile should transfer to the propagator's Fallback chain.
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OutcomeFallback
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// OutcomeContinued means no constraint fired before the time horizon was
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// reached. In practice this is only seen when a propagator runs unbounded,
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// which means the profile is misconfigured.
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OutcomeContinued
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)
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// Result is the output of running one propagator.
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type Result struct {
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Propagator string
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Points []TrajectoryPoint
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Outcome Outcome
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// Constraint is the constraint that fired, or nil if Outcome == OutcomeContinued.
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Constraint Constraint
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}
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// run integrates the model from (t0, s0) in direction dir, returning a Result.
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// globals are constraints injected by the Profile and checked alongside the
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// propagator's local Constraints.
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func (p *Propagator) run(t0 float64, s0 State, dir Direction, globals []Constraint) Result {
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dt := p.Step * float64(dir)
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// propagator's local Constraints. events receives non-fatal observations.
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func (p *Propagator) run(ctx StageContext, t0 float64, s0 State, globals []Constraint, events *EventSink) Result {
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dt := p.Step * float64(ctx.Direction)
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tol := p.Tolerance
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if tol == 0 {
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tol = 0.01
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}
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deriv := numerics.Deriv[State](func(t float64, s State) State { return p.Model(t, s) })
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model := p.Model
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if p.BuildModel != nil {
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model = p.BuildModel(ctx)
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}
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constraints := p.Constraints
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if p.BuildConstraints != nil {
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constraints = p.BuildConstraints(ctx)
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}
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deriv := numerics.Deriv[State](func(t float64, s State) State { return model(t, s) })
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add := numerics.VecAdd[State](stateAdd)
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lerp := numerics.VecLerp[State](stateLerp)
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@ -90,39 +77,50 @@ func (p *Propagator) run(t0 float64, s0 State, dir Direction, globals []Constrai
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s2 := numerics.RK4Step(t, s, dt, deriv, add)
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t2 := t + dt
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if c, fired := firstFiring(p.Constraints, globals, t2, s2); fired {
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trig := numerics.Trigger[State](func(tt float64, ss State) bool { return c.Violated(tt, ss) })
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t3, s3 := numerics.RefineTrigger(t, s, t2, s2, trig, lerp, tol)
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switch c.Action() {
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case ActionClip:
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s3 = clipToConstraint(c, s3)
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out.Points = append(out.Points, TrajectoryPoint{
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Time: t3, Lat: s3.Lat, Lng: s3.Lng, Altitude: s3.Altitude,
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})
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t, s = t3, s3
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continue
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case ActionFallback:
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out.Points = append(out.Points, TrajectoryPoint{
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Time: t3, Lat: s3.Lat, Lng: s3.Lng, Altitude: s3.Altitude,
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})
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out.Outcome = OutcomeFallback
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out.Constraint = c
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return out
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default: // ActionStop
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out.Points = append(out.Points, TrajectoryPoint{
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Time: t3, Lat: s3.Lat, Lng: s3.Lng, Altitude: s3.Altitude,
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})
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out.Outcome = OutcomeStopped
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out.Constraint = c
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return out
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}
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c, fired := firstFiring(constraints, globals, t2, s2)
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if !fired {
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t, s = t2, s2
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out.Points = append(out.Points, TrajectoryPoint{
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Time: t, Lat: s.Lat, Lng: s.Lng, Altitude: s.Altitude,
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})
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continue
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}
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t, s = t2, s2
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out.Points = append(out.Points, TrajectoryPoint{
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Time: t, Lat: s.Lat, Lng: s.Lng, Altitude: s.Altitude,
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})
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// Record the unrefined violation.
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out.ViolationTime = t2
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out.ViolationState = s2
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trig := numerics.Trigger[State](func(tt float64, ss State) bool { return c.Violated(tt, ss) })
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t3, s3 := numerics.RefineTrigger(t, s, t2, s2, trig, lerp, tol)
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out.RefinedTime = t3
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out.RefinedState = s3
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out.Constraint = c
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out.ConstraintName = c.Name()
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switch c.Action() {
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case ActionClip:
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s3 = clipToConstraint(c, s3)
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out.RefinedState = s3
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out.Points = append(out.Points, TrajectoryPoint{
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Time: t3, Lat: s3.Lat, Lng: s3.Lng, Altitude: s3.Altitude,
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})
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t, s = t3, s3
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continue
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case ActionFallback:
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out.Points = append(out.Points, TrajectoryPoint{
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Time: t3, Lat: s3.Lat, Lng: s3.Lng, Altitude: s3.Altitude,
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})
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out.Outcome = OutcomeFallback
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out.Events = events.Snapshot()
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return out
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default: // ActionStop
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out.Points = append(out.Points, TrajectoryPoint{
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Time: t3, Lat: s3.Lat, Lng: s3.Lng, Altitude: s3.Altitude,
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})
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out.Outcome = OutcomeStopped
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out.Events = events.Snapshot()
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return out
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}
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}
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}
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@ -142,15 +140,12 @@ func firstFiring(local, globals []Constraint, t float64, s State) (Constraint, b
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return nil, false
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}
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// clipToConstraint adjusts s so that the given constraint is exactly satisfied
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// (not violated). Implemented for constraints with a well-defined boundary;
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// others fall through unchanged.
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// clipToConstraint adjusts s so that the given constraint is exactly
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// satisfied (not violated). Defined only for constraints with a
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// well-defined coordinate boundary; others fall through unchanged.
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func clipToConstraint(c Constraint, s State) State {
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switch v := c.(type) {
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case MaxAltitude:
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s.Altitude = v.Limit
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case MinAltitude:
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s.Altitude = v.Limit
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if alt, ok := c.(Altitude); ok {
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s.Altitude = alt.Limit
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}
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return s
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}
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