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 visible at last: shadow light illuminates ONLY the ground (fill light was washing the shadow out); emissive floor keeps shadow dark-gray not black
3 files changed
+18−8
package.json+1−1@@ -2,7 +2,7 @@ "slug": "bq25792-charger", "title": "BQ25792 Charger", "type": "component",- "version": "0.1.66",+ "version": "0.1.67", "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": "0.1.66",+ "version": "0.1.67", "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+7−4@@ -377,7 +377,7 @@ exported bodies + design rules.</p> // 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.intensity=1.1; SHADOW_LIGHT.autoUpdateExtends=true; SHADOW_LIGHT.shadowMinZ=0.01; SHADOW_LIGHT.shadowMaxZ=0.6; SHADOW_GEN=new (B().ShadowGenerator)(2048,SHADOW_LIGHT); SHADOW_GEN.usePercentageCloserFiltering=true; SHADOW_GEN.filteringQuality=B().ShadowGenerator.QUALITY_HIGH;@@ -396,15 +396,18 @@ exported bodies + design rules.</p> let gm; if(B().ShadowOnlyMaterial){ gm=new (B().ShadowOnlyMaterial)("adomGroundMat",sc);- gm.activeLight=SHADOW_LIGHT; gm.alpha=0.55; gm.shadowColor=new (B().Color3)(0,0,0);+ gm.activeLight=SHADOW_LIGHT; gm.alpha=0.5; gm.shadowColor=new (B().Color3)(0,0,0); }else{ gm=new (B().StandardMaterial)("adomGroundMat",sc);- gm.diffuseColor=new (B().Color3)(0.62,0.64,0.68); gm.specularColor=new (B().Color3)(0,0,0);+ gm.diffuseColor=new (B().Color3)(0.72,0.74,0.78); gm.specularColor=new (B().Color3)(0,0,0);+ gm.emissiveColor=new (B().Color3)(0.20,0.21,0.23); // ambient floor so the shadow is dark-gray, not black gm.alpha=0.4;- new (B().HemisphericLight)("rm_gl",new (B().Vector3)(0,0,1),sc).intensity=0.7; } gm.backFaceCulling=false; GROUND_PLANE.material=gm; GROUND_PLANE.receiveShadows=true;+ // the shadow light lights ONLY the ground (keeps the copper/parts on the env look) so the+ // occluded region genuinely darkens instead of being washed out by a fill light.+ SHADOW_LIGHT.includedOnlyMeshes=[GROUND_PLANE]; // hide the bundle's decorative background ground/skybox tinting I mistakenly touched sc.meshes.filter(m=>/BackgroundSkybox/i.test(m.name||"")).forEach(m=>{ try{ if(m.material) m.material.alpha=1; }catch(e){} });