predictor/internal/engine/propagator.go

147 lines
4.8 KiB
Go

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.
//
// The per-step numerics (RK4 stepping, crossing refinement) are delegated to
// the numerics package; this type owns only the orchestration: constraint
// evaluation, action dispatch, and trajectory assembly.
type Propagator struct {
// Name identifies the propagator in trajectory metadata. Optional.
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
}
// estimatedSteps is the initial Path capacity; a typical balloon stage is a
// few hundred 60-second steps.
const estimatedSteps = 256
// DefaultMaxSteps bounds the number of integration steps a single propagator
// may take. It is a safety backstop, not a physical limit: a profile whose
// constraints never fire (e.g. a stage with no effective terminator) would
// otherwise integrate forever and exhaust memory. At the default 60-second
// step this allows ~8 simulated years, far beyond any real flight, so it only
// ever trips on a misconfigured profile.
const DefaultMaxSteps = 1_000_000
// 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)
}
field := numerics.Field(model)
out := Result{Propagator: p.Name, Outcome: OutcomeContinued, Path: numerics.NewPath(estimatedSteps)}
out.Path.Append(t0, s0)
t, s := t0, s0
for range DefaultMaxSteps {
s2 := numerics.RK4Step(t, s, dt, field)
t2 := t + dt
c, fired := firstFiring(constraints, globals, t2, s2)
if !fired {
t, s = t2, s2
out.Path.Append(t, s)
continue
}
out.ViolationTime, out.ViolationState = t2, s2
t3, s3 := numerics.RefineCrossing(t, s, t2, s2, c.Violated, tol)
out.Constraint, out.ConstraintName = c, c.Name()
if c.Action() == ActionClip {
s3 = clipToConstraint(c, s3)
out.RefinedTime, out.RefinedState = t3, s3
out.Path.Append(t3, s3)
t, s = t3, s3
continue
}
out.RefinedTime, out.RefinedState = t3, s3
out.Path.Append(t3, s3)
if c.Action() == ActionFallback {
out.Outcome = OutcomeFallback
} else {
out.Outcome = OutcomeStopped
}
out.Events = events.Snapshot()
return out
}
// Step cap reached without any constraint firing — the profile has no
// effective terminator for this stage. Stop safely rather than loop forever.
events.Emit("max_steps", t, s,
"integration step limit reached without a constraint firing; check the stage's terminator")
out.Outcome = OutcomeContinued
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 the given constraint is exactly satisfied.
// 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
}