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
ALL-VECTOR stackup: silk + masks now real geometry (masks = gerber negatives, board minus openings) - no textured quads left, every layer casts+receives real shadows
7 files changed
+16−12
mask-bot-vec.glb.pngadded⋯ 1 unchanged line ⋯
mask-top-vec.glb.pngadded⋯ 1 unchanged line ⋯
package.json+1−1@@ -2,7 +2,7 @@ "slug": "bq25792-charger", "title": "BQ25792 Charger", "type": "component",- "version": "0.1.77",+ "version": "0.1.78", "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": "0.1.77",+ "version": "0.1.78", "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+5−8@@ -367,20 +367,17 @@ exported bodies + design rules.</p> if(mirror) p.scaling.x=-1; attach(key,[p]); }- quad("silk_top","layer-silk-top.png", 1.600*mm,false,false);- quad("mask_top","layer-mask-top.png", 1.592*mm,false,false);- // inner copper L2/L15 as REAL VECTOR geometry (Fusion gerber -> triangulated mesh),- // sharing the exact same PBR copper material as the outer layers.- for(const v of [["cu-l2-vec.glb.png","cu_l2",1.2985*mm],["cu-l15-vec.glb.png","cu_l15",0.2175*mm]]){+ // ALL-VECTOR silk + mask (real geometry; textured quads cast no/solid shadows).+ // Masks are gerber NEGATIVES (board outline minus pad openings); z baked in each GLB.+ for(const v of [["silk-top-vec.glb.png","silk_top"],["mask-top-vec.glb.png","mask_top"],+ ["mask-bot-vec.glb.png","mask_bot"],["silk-bot-vec.glb.png","silk_bot"]]){ const vb=await loadPngBytes(R+v[0]); let vpre=sc.meshes.length; await B().SceneLoader.AppendAsync("", new File([vb],v[1]+".glb",{type:"model/gltf-binary"}), sc, null, ".glb"); const vm=sc.meshes.slice(vpre).filter(m=>m.getTotalVertices&&m.getTotalVertices()>0);- vm.forEach(m=>{ m.position.z=0; m.material=copperMat; }); // z is BAKED into the gerber geometry; adding v[2] double-offsets it+ vm.forEach(m=>{ m.position.z=0; }); attach(v[1], vm); }- quad("mask_bot","layer-mask-bot.png",-0.075*mm,true,false);- quad("silk_bot","layer-silk-bot.png",-0.083*mm,true,false); // USE THE BUNDLE'S OWN SHADOW RIG (proven: the built-in /viewer renders gorgeous crisp // shadows with it). SceneBuilder makes a SpotLight + 8192 PCF ShadowGenerator at init,
silk-bot-vec.glb.pngadded⋯ 1 unchanged line ⋯
silk-top-vec.glb.pngadded⋯ 1 unchanged line ⋯