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: switch to PCF (the bundle's proven technique) + overhead directional light; exponential map was rendering nothing
3 files changed
+21−9
package.json+1−1@@ -2,7 +2,7 @@ "slug": "bq25792-charger", "title": "BQ25792 Charger", "type": "component",- "version": "0.1.65",+ "version": "0.1.66", "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": "0.1.65",+ "version": "0.1.66", "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+10−5@@ -373,13 +373,18 @@ exported bodies + design rules.</p> // sandbox, so it catches nothing). A directional light casts every layer onto a // dedicated semi-transparent ground we own. if(sc.lights.length===0){ new (B().HemisphericLight)("rm_hemi",new (B().Vector3)(0.2,0.2,1),sc).intensity=0.9; }- SHADOW_LIGHT=new (B().DirectionalLight)("rm_shadow",new (B().Vector3)(-0.35,-0.45,-1),sc);- SHADOW_LIGHT.position=new (B().Vector3)(0.02,0.02,0.15);- SHADOW_LIGHT.intensity=0.6;- SHADOW_LIGHT.autoUpdateExtends=true; SHADOW_LIGHT.shadowMinZ=0.001; SHADOW_LIGHT.shadowMaxZ=0.5;+ // Overhead-ish directional light with PCF shadows (the technique the native bundle uses+ // and that actually renders). Slight XY offset so the shadow peeks out from under the board.+ SHADOW_LIGHT=new (B().DirectionalLight)("rm_shadow",new (B().Vector3)(0.25,0.3,-1),sc);+ SHADOW_LIGHT.position=new (B().Vector3)(0.0252,0.0132,0.25);+ SHADOW_LIGHT.intensity=0.45; SHADOW_LIGHT.autoUpdateExtends=true;+ SHADOW_LIGHT.shadowMinZ=0.01; SHADOW_LIGHT.shadowMaxZ=0.6; SHADOW_GEN=new (B().ShadowGenerator)(2048,SHADOW_LIGHT);- SHADOW_GEN.useBlurCloseExponentialShadowMap=true; SHADOW_GEN.blurKernel=14; SHADOW_GEN.darkness=0.5;+ SHADOW_GEN.usePercentageCloserFiltering=true; SHADOW_GEN.filteringQuality=B().ShadowGenerator.QUALITY_HIGH;+ SHADOW_GEN.darkness=0.35; SHADOW_GEN.bias=0.00005; SHADOW_GEN.normalBias=0.002; SHADOW_GEN.getShadowMap().refreshRate=B().RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME;+ // cast from EVERY layer mesh (Colby freezes the bundle's map for perf; for animation we+ // keep ours refreshing every frame so shadows track the moving layers). LAYERS.forEach(L=>L.meshes.forEach(m=>{ try{ SHADOW_GEN.addShadowCaster(m,true);}catch(e){} })); // Dedicated ground just under the board. Prefer ShadowOnlyMaterial (invisible except