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shadows on ALL layers: silk/mask quads now lit (emissive was ignoring shadows), narrow spot cone (sharp not blurry), thin planes cast (forceBackFacesOnly off)

John Lauer ·1547aa2c57 ·3mo ago ·parent 9c83a2d
3 files changed +18−5
package.json+1−1
@@ -2,7 +2,7 @@   "slug": "bq25792-charger",   "title": "BQ25792 Charger",   "type": "component",-  "version": "0.1.71",+  "version": "0.1.72",   "description": "BQ25792 Charger - buck-boost 1S-4S battery charger board by Adonis, with real 3D copper traces and measured stackup.",   "tags": [     "hardware"
page.json+10−3
@@ -4,9 +4,16 @@   "slug": "bq25792-charger",   "title": "BQ25792 Charger",   "brief": "Buck-boost 1S-4S battery charger board (TI BQ25792) with 14 Adom machine pins, by Adonis",-  "version": "0.1.71",+  "version": "0.1.72",   "tags": [-    "hardware"+    "adom",+    "adom-modular",+    "component",+    "charger",+    "battery",+    "bq25792",+    "power",+    "usb-c"   ],   "license": "proprietary",   "component": {@@ -49,7 +56,7 @@     "email": "[email protected]"   },   "visibility": "public",-  "description": "BQ25792 Charger - buck-boost 1S-4S battery charger board by Adonis, with real 3D copper traces and measured stackup.",+  "description": "BQ25792 Charger - a buck-boost 1S-4S battery charger board (Texas Instruments BQ25792) designed by Adonis in Fusion 360, with 14 Adom machine pins for the modular stack. Interactive colored 3D model, schematic and layout views.",   "dependencies": {},   "files": [     "README.md",
readme.html+7−1
@@ -350,7 +350,11 @@ exported bodies + design rules.</p>         mat.useAlphaFromAlbedoTexture=false;         mat.transparencyMode=1; mat.alphaCutOff=0.35;   // ALPHATEST: crisp trace edges, no color tint       }-      else{ mat=new (B().StandardMaterial)(key+"_m",sc); mat.diffuseTexture=t; mat.opacityTexture=t; mat.emissiveTexture=t; }+      else{+        mat=new (B().StandardMaterial)(key+"_m",sc);+        mat.diffuseTexture=t; mat.opacityTexture=t;+        mat.emissiveColor=new (B().Color3)(0.25,0.25,0.25);  // slight lift only - lit+shadowable, not emissive-flat+      }       mat.backFaceCulling=false; p.material=mat;       if(mirror) p.scaling.x=-1;       attach(key,[p]);@@ -385,6 +389,8 @@ exported bodies + design rules.</p>       SHADOW_LIGHT.direction=CENTER.subtract(SHADOW_LIGHT.position).normalize();       SHADOW_LIGHT.intensity=2.2;                    // 2e6 was for mm distances; ~2 at meter scale       SHADOW_LIGHT.shadowMinZ=0.5; SHADOW_LIGHT.shadowMaxZ=3.0;+      if("angle" in SHADOW_LIGHT) SHADOW_LIGHT.angle=0.32;   // narrow cone = far sharper shadow texels+      try{ SHADOW_GEN.forceBackFacesOnly=false; }catch(e){}   // thin quads/planes must cast     }else{       // fallback: build a PCF spot matching the bundle's recipe       SHADOW_LIGHT=new (B().SpotLight)("rm_spot",new (B().Vector3)(CENTER.x+0.6,CENTER.y-0.3,1.5),