156 lines
4.6 KiB
Go
156 lines
4.6 KiB
Go
package engine
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import (
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"predictor-refactored/internal/numerics"
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)
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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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type Propagator struct {
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// Name identifies the propagator in trajectory metadata.
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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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// 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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// 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 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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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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add := numerics.VecAdd[State](stateAdd)
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lerp := numerics.VecLerp[State](stateLerp)
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out := Result{
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Propagator: p.Name,
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Outcome: OutcomeContinued,
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Points: []TrajectoryPoint{{
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Time: t0, Lat: s0.Lat, Lng: s0.Lng, Altitude: s0.Altitude,
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}},
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}
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t := t0
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s := s0
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for {
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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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}
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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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}
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}
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// firstFiring scans local then global constraints for the first one whose
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// Violated returns true at (t, s).
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func firstFiring(local, globals []Constraint, t float64, s State) (Constraint, bool) {
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for _, c := range local {
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if c.Violated(t, s) {
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return c, true
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}
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}
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for _, c := range globals {
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if c.Violated(t, s) {
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return c, true
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}
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}
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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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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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}
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return s
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}
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