molecule
BQ25792 Charger
Public Made by Adomby adom
Buck-boost 1S-4S battery charger board (TI BQ25792) with 14 Adom machine pins, by Adonis
← Commit history
shadows on ALL layers: silk/mask quads now lit (emissive was ignoring shadows), narrow spot cone (sharp not blurry), thin planes cast (forceBackFacesOnly off)
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),