package engine import ( "predictor-refactored/internal/numerics" ) // Propagator advances state under one Model, checking a set of Constraints // after every integration step. // // When a constraint fires, the propagator binary-search refines the // violation point and emits it as its final trajectory point. The Action of // the triggering constraint controls what the surrounding Profile does // next: stop the profile, transfer to Fallback, or clip and continue. type Propagator struct { // Name identifies the propagator in trajectory metadata. Optional — // callers using sequential profile chains may leave it empty. Name string // Step is the magnitude of the integration step in seconds (always positive). // The Profile flips its sign for Reverse direction. Step float64 // Model is the per-second derivative function used for integration. // One of Model or BuildModel must be non-nil. If both are set, BuildModel // takes precedence (it is invoked once per stage with a StageContext). Model Model BuildModel func(ctx StageContext) Model // Constraints are evaluated after each step. The first violation wins. Constraints []Constraint BuildConstraints func(ctx StageContext) []Constraint // Fallback is the propagator to switch to when a constraint with // ActionFallback fires. Optional. Fallback *Propagator // Tolerance is the binary-search refinement tolerance in parameter // space (default 0.01, matching Tawhiri). Tolerance float64 } // run integrates the model from (t0, s0) in direction dir, returning a Result. // globals are constraints injected by the Profile and checked alongside the // propagator's local Constraints. events receives non-fatal observations. func (p *Propagator) run(ctx StageContext, t0 float64, s0 State, globals []Constraint, events *EventSink) Result { dt := p.Step * float64(ctx.Direction) tol := p.Tolerance if tol == 0 { tol = 0.01 } model := p.Model if p.BuildModel != nil { model = p.BuildModel(ctx) } constraints := p.Constraints if p.BuildConstraints != nil { constraints = p.BuildConstraints(ctx) } deriv := numerics.Deriv[State](func(t float64, s State) State { return model(t, s) }) add := numerics.VecAdd[State](stateAdd) lerp := numerics.VecLerp[State](stateLerp) out := Result{ Propagator: p.Name, Outcome: OutcomeContinued, Points: []TrajectoryPoint{{ Time: t0, Lat: s0.Lat, Lng: s0.Lng, Altitude: s0.Altitude, }}, } t := t0 s := s0 for { s2 := numerics.RK4Step(t, s, dt, deriv, add) t2 := t + dt c, fired := firstFiring(constraints, globals, t2, s2) if !fired { t, s = t2, s2 out.Points = append(out.Points, TrajectoryPoint{ Time: t, Lat: s.Lat, Lng: s.Lng, Altitude: s.Altitude, }) continue } // Record the unrefined violation. out.ViolationTime = t2 out.ViolationState = s2 trig := numerics.Trigger[State](func(tt float64, ss State) bool { return c.Violated(tt, ss) }) t3, s3 := numerics.RefineTrigger(t, s, t2, s2, trig, lerp, tol) out.RefinedTime = t3 out.RefinedState = s3 out.Constraint = c out.ConstraintName = c.Name() switch c.Action() { case ActionClip: s3 = clipToConstraint(c, s3) out.RefinedState = s3 out.Points = append(out.Points, TrajectoryPoint{ Time: t3, Lat: s3.Lat, Lng: s3.Lng, Altitude: s3.Altitude, }) t, s = t3, s3 continue case ActionFallback: out.Points = append(out.Points, TrajectoryPoint{ Time: t3, Lat: s3.Lat, Lng: s3.Lng, Altitude: s3.Altitude, }) out.Outcome = OutcomeFallback out.Events = events.Snapshot() return out default: // ActionStop out.Points = append(out.Points, TrajectoryPoint{ Time: t3, Lat: s3.Lat, Lng: s3.Lng, Altitude: s3.Altitude, }) out.Outcome = OutcomeStopped out.Events = events.Snapshot() return out } } } // firstFiring scans local then global constraints for the first one whose // Violated returns true at (t, s). func firstFiring(local, globals []Constraint, t float64, s State) (Constraint, bool) { for _, c := range local { if c.Violated(t, s) { return c, true } } for _, c := range globals { if c.Violated(t, s) { return c, true } } return nil, false } // clipToConstraint adjusts s so that the given constraint is exactly // satisfied (not violated). Defined only for constraints with a // well-defined coordinate boundary; others fall through unchanged. func clipToConstraint(c Constraint, s State) State { if alt, ok := c.(Altitude); ok { s.Altitude = alt.Limit } return s }