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: use the BUNDLE's own SpotLight+PCF shadow rig (proven in /viewer), repositioned/rescaled for the meter-scale scene, map unfrozen for animation
3 files changed
+43−39
package.json+1−1@@ -2,7 +2,7 @@ "slug": "bq25792-charger", "title": "BQ25792 Charger", "type": "component",- "version": "0.1.68",+ "version": "0.1.69", "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": "0.1.68",+ "version": "0.1.69", "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+32−35@@ -370,47 +370,44 @@ exported bodies + design rules.</p> quad("mask_bot","layer-mask-bot.png",-0.075*mm,true,false); quad("silk_bot","layer-silk-bot.png",-0.083*mm,true,false); - // Our OWN shadow rig (the bundle's ground has a null material + darkness 0 in this- // sandbox, so it catches nothing). A directional light casts every layer onto a- // dedicated semi-transparent ground we own.+ // 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,+ // tuned for mm-scale scenes and repositioned by frameModel - which we bypass, so we+ // reposition/rescale the spot for our meter-scale board ourselves. if(sc.lights.length===0){ new (B().HemisphericLight)("rm_hemi",new (B().Vector3)(0.2,0.2,1),sc).intensity=0.9; }- // 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=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;- 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).+ const CENTER=new (B().Vector3)(0.0252,0.0132,0);+ SHADOW_LIGHT=sc.getLightByName("spotLight");+ SHADOW_GEN=(viewer.getShadowGenerator && viewer.getShadowGenerator()) ||+ (SHADOW_LIGHT && SHADOW_LIGHT.getShadowGenerator && SHADOW_LIGHT.getShadowGenerator());+ if(SHADOW_LIGHT && SHADOW_GEN){+ // frameModel's job, done by hand: spot at the mm-rig's (600,-300,1500) ratio, scaled to meters+ SHADOW_LIGHT.position=new (B().Vector3)(CENTER.x+0.6, CENTER.y-0.3, 1.5);+ 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;+ }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),+ CENTER.subtract(new (B().Vector3)(CENTER.x+0.6,CENTER.y-0.3,1.5)).normalize().scale(-1).scale(-1),Math.PI*0.7,50,sc);+ SHADOW_LIGHT.direction=CENTER.subtract(SHADOW_LIGHT.position).normalize();+ SHADOW_LIGHT.intensity=2.2;+ SHADOW_GEN=new (B().ShadowGenerator)(4096,SHADOW_LIGHT);+ SHADOW_GEN.usePercentageCloserFiltering=true; SHADOW_GEN.filteringQuality=B().ShadowGenerator.QUALITY_HIGH;+ SHADOW_GEN.bias=0.0000002; SHADOW_GEN.normalBias=0.00008; SHADOW_GEN.darkness=-1;+ SHADOW_GEN.forceBackFacesOnly=true;+ }+ // Colby freezes the bundle's shadow map for perf; our layers MOVE, so refresh every frame.+ try{ SHADOW_GEN.getShadowMap().refreshRate=B().RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME; }catch(e){} 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- // where the shadow lands - true see-through ground with a crisp shadow); fall back to a- // lit translucent plane if the material isn't in the bundle.+ // Semi-transparent ground that receives the bundle's shadow (like /viewer's ground). GROUND_PLANE=B().MeshBuilder.CreateGround("adomGround",{width:0.3,height:0.3},sc);- GROUND_PLANE.position=new (B().Vector3)(0.0252,0.0132,-0.0015);+ GROUND_PLANE.position=new (B().Vector3)(CENTER.x,CENTER.y,-0.0015); GROUND_PLANE.rotation.x=Math.PI/2; // face up in a z-up scene- let gm;- if(B().ShadowOnlyMaterial){- gm=new (B().ShadowOnlyMaterial)("adomGroundMat",sc);- 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)(0.72,0.74,0.78); 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;- }- gm.backFaceCulling=false;+ const 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.alpha=0.35; 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){} }); // ground: 80% transparent, receives shadows