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
restore proven light rig + absolute framing; keep real-FR4 sublayers with holes + unquantized groups
3 files changed
+38−13
package.json+1−1@@ -2,7 +2,7 @@ "slug": "bq25792-charger", "title": "BQ25792 Charger", "type": "component",- "version": "0.1.28",+ "version": "0.1.29", "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": "0.1.28",+ "version": "0.1.29", "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+27−9@@ -235,12 +235,20 @@ exported bodies + design rules.</p> quad("mask_bot","layer-mask-bot.png",-0.075*mm,-24*mm+0.075*mm,true); quad("silk_bot","layer-silk-bot.png",-0.083*mm,-30*mm+0.083*mm,true); - // 5) lights/env/shadows come from the bundle's SceneBuilder (embedded studio env,- // hemispheric + spot + PCF shadows) - register our meshes as shadow casters only.- try{- const sg=sc.lights.map(l=>l.getShadowGenerator&&l.getShadowGenerator()).find(Boolean);- if(sg) LAYERS.forEach(L=>L.meshes.forEach(m=>{ try{ sg.addShadowCaster(m,true);}catch(e){} }));- }catch(e){}+ // 5) the deployed bundle's light rig does not materialize in this sandbox - add a+ // matching rig (hemi + key/fill) and a shadow generator; ground receives below.+ if(sc.lights.length===0){+ new (B().HemisphericLight)("hemi",new (B().Vector3)(0.2,0.2,1),sc).intensity=1.0;+ }+ const key=new (B().DirectionalLight)("key",new (B().Vector3)(-0.4,-0.5,-1),sc);+ key.intensity=1.3; key.position=new (B().Vector3)(0.1,0.1,0.3);+ const fill=new (B().DirectionalLight)("fill",new (B().Vector3)(0.7,0.4,-0.5),sc); fill.intensity=0.5;+ const sg=new (B().ShadowGenerator)(2048,key);+ sg.useBlurExponentialShadowMap=true; sg.blurKernel=16;+ LAYERS.forEach(L=>L.meshes.forEach(m=>{ try{ sg.addShadowCaster(m,true);}catch(e){} }));+ // keep a render loop alive without replacing the bundle's (viewcube scene safety)+ var eng2=viewer.getEngine();+ if(!eng2._activeRenderLoops || eng2._activeRenderLoops.length===0){ eng2.runRenderLoop(function(){ sc.render(); }); } // 6) ground: 80% transparent + receives shadows sc.meshes.forEach(m=>{ if(/ground/i.test(m.name||"")){@@ -248,9 +256,19 @@ exported bodies + design rules.</p> } }); - // 7) native frameModel handles framing/spotlight now (true bounds, unquantized);- // widen slightly for exploded headroom.- setTimeout(function(){ try{ const cam=sc.activeCamera; cam.radius=cam.radius*1.6; cam.beta=1.15; }catch(e){} },400);+ // 7) absolute framing from world extents (proven; bundle frameModel unreliable here)+ setTimeout(function(){+ try{+ const ext=sc.getWorldExtends();+ const c=new (B().Vector3)((ext.min.x+ext.max.x)/2,(ext.min.y+ext.max.y)/2,(ext.min.z+ext.max.z)/2);+ const dx=ext.max.x-ext.min.x, dy=ext.max.y-ext.min.y, dz=ext.max.z-ext.min.z;+ const diag=Math.sqrt(dx*dx+dy*dy+dz*dz);+ const cam=sc.activeCamera;+ cam.setTarget(c); cam.radius=diag*1.5; cam.beta=1.15; cam.alpha=-1.2;+ cam.minZ=diag*0.005; cam.maxZ=diag*300;+ if(typeof cam.wheelPrecision==="number") cam.wheelPrecision=3/diag;+ }catch(e){}+ },400); set("animating"); }