pub struct MultipleShooting<'a, T: MultishootNode<OT>, const VT: usize, const OT: usize> {
pub prop: &'a Propagator<SpacecraftDynamics>,
pub targets: Vec<T>,
pub x0: Spacecraft,
pub xf: Orbit,
pub current_iteration: usize,
pub max_iterations: usize,
pub improvement_threshold: f64,
pub variables: [Variable; VT],
pub all_dvs: Vec<SVector<f64, VT>>,
}Expand description
Multiple shooting is an optimization method. Source of implementation: “Low Thrust Optimization in Cislunar and Translunar space”, 2018 Nathan Re (Parrish) OT: size of the objectives for each node (e.g. 3 if the objectives are X, Y, Z). VT: size of the variables for targeter node (e.g. 4 if the objectives are thrust direction (x,y,z) and thrust level).
Fields§
§prop: &'a Propagator<SpacecraftDynamics>The propagator setup (kind, stages, etc.)
targets: Vec<T>List of nodes of the optimal trajectory
x0: SpacecraftStarting point, must be a spacecraft equipped with a thruster
xf: OrbitDestination (Should this be the final node?)
current_iteration: usize§max_iterations: usizeThe maximum number of iterations allowed
improvement_threshold: f64Threshold after which the outer loop is considered to have converged, e.g. 0.01 means that a 1% of less improvement in case between two iterations will stop the iterations.
variables: [Variable; VT]The kind of correction to apply to achieve the objectives
all_dvs: Vec<SVector<f64, VT>>Implementations§
Source§impl<'a> MultipleShooting<'a, Node, 3, 3>
impl<'a> MultipleShooting<'a, Node, 3, 3>
Sourcepub fn linear_altitude_heuristic(
x0: Spacecraft,
xf: Orbit,
node_count: usize,
angular_velocity_deg_s: f64,
body_frame: Frame,
prop: &'a Propagator<SpacecraftDynamics>,
almanac: Arc<Almanac>,
) -> Result<Self, MultipleShootingError>
pub fn linear_altitude_heuristic( x0: Spacecraft, xf: Orbit, node_count: usize, angular_velocity_deg_s: f64, body_frame: Frame, prop: &'a Propagator<SpacecraftDynamics>, almanac: Arc<Almanac>, ) -> Result<Self, MultipleShootingError>
Builds a multiple shooting structure assuming that the optimal trajectory is near a linear heuristic in geodetic altitude and direction. For example, if x0 has an altitude of 100 km and xf has an altitude of 200 km, and 10 nodes are required over 10 minutes, then node 1 will be 110 km, node 2 220km, etc. body_frame must be a body fixed frame
Source§impl<'a> MultipleShooting<'a, Node, 3, 3>
impl<'a> MultipleShooting<'a, Node, 3, 3>
Sourcepub fn equidistant_nodes(
x0: Spacecraft,
xf: Orbit,
node_count: usize,
prop: &'a Propagator<SpacecraftDynamics>,
) -> Result<Self, TargetingError>
pub fn equidistant_nodes( x0: Spacecraft, xf: Orbit, node_count: usize, prop: &'a Propagator<SpacecraftDynamics>, ) -> Result<Self, TargetingError>
Builds a multiple shooting structure assuming that the optimal trajectory is a straight line between the start and end points. The position of the nodes will be update at each iteration of the outer loop. NOTE: this may cause some nodes to be below the surface of a celestial object if in low orbit
Source§impl<T: MultishootNode<OT>, const VT: usize, const OT: usize> MultipleShooting<'_, T, VT, OT>
impl<T: MultishootNode<OT>, const VT: usize, const OT: usize> MultipleShooting<'_, T, VT, OT>
Sourcepub fn solve(
&mut self,
cost: CostFunction,
almanac: Arc<Almanac>,
) -> Result<MultipleShootingSolution<T, OT>, MultipleShootingError>
pub fn solve( &mut self, cost: CostFunction, almanac: Arc<Almanac>, ) -> Result<MultipleShootingSolution<T, OT>, MultipleShootingError>
Solve the multiple shooting problem by finding the arrangement of nodes to minimize the cost function.
Trait Implementations§
Auto Trait Implementations§
impl<'a, T, const VT: usize, const OT: usize> Freeze for MultipleShooting<'a, T, VT, OT>
impl<'a, T, const VT: usize, const OT: usize> !RefUnwindSafe for MultipleShooting<'a, T, VT, OT>
impl<'a, T, const VT: usize, const OT: usize> Send for MultipleShooting<'a, T, VT, OT>where
T: Send,
impl<'a, T, const VT: usize, const OT: usize> Sync for MultipleShooting<'a, T, VT, OT>where
T: Sync,
impl<'a, T, const VT: usize, const OT: usize> Unpin for MultipleShooting<'a, T, VT, OT>where
T: Unpin,
impl<'a, T, const VT: usize, const OT: usize> !UnwindSafe for MultipleShooting<'a, T, VT, OT>
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T: ?Sized,
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impl<T> Instrument for T
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
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if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
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§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
self from the equivalent element of its
superset. Read more§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
self is actually part of its subset T (and can be converted to it).§fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
self.to_subset but without any property checks. Always succeeds.§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
self to the equivalent element of its superset.