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fix false order VIOLATION (Components tower above silk - nominal z 1.75); stronger, unmistakable shadows on a less-transparent fallback ground

John Lauer ·8e8897aa12 ·3mo ago ·parent 652fefe
3 files changed +17−10
package.json+1−1
@@ -2,7 +2,7 @@   "slug": "bq25792-charger",   "title": "BQ25792 Charger",   "type": "component",-  "version": "0.1.64",+  "version": "0.1.65",   "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": "0.1.64",+  "version": "0.1.65",   "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+6−6
@@ -241,7 +241,7 @@ exported bodies + design rules.</p>    // LAYERS top->bottom. z = nominal assembled plane (mm) for the readout + order check.   const LAYERS=[-    {key:"components", label:"Components", z:1.582},+    {key:"components", label:"Components", z:1.75},     {key:"silk_top",   label:"Silkscreen (top)", z:1.600},     {key:"mask_top",   label:"Soldermask (top)", z:1.592},     {key:"cu1",        label:"Copper L1",        z:1.534},@@ -375,10 +375,10 @@ exported bodies + design rules.</p>     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=0.35;                 // enough to define a crisp shadow map+    SHADOW_LIGHT.intensity=0.6;     SHADOW_LIGHT.autoUpdateExtends=true; SHADOW_LIGHT.shadowMinZ=0.001; SHADOW_LIGHT.shadowMaxZ=0.5;     SHADOW_GEN=new (B().ShadowGenerator)(2048,SHADOW_LIGHT);-    SHADOW_GEN.useBlurCloseExponentialShadowMap=true; SHADOW_GEN.blurKernel=20; SHADOW_GEN.darkness=0.35;+    SHADOW_GEN.useBlurCloseExponentialShadowMap=true; SHADOW_GEN.blurKernel=14; SHADOW_GEN.darkness=0.5;     SHADOW_GEN.getShadowMap().refreshRate=B().RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME;     LAYERS.forEach(L=>L.meshes.forEach(m=>{ try{ SHADOW_GEN.addShadowCaster(m,true);}catch(e){} })); @@ -394,9 +394,9 @@ exported bodies + design rules.</p>       gm.activeLight=SHADOW_LIGHT; gm.alpha=0.55; gm.shadowColor=new (B().Color3)(0,0,0);     }else{       gm=new (B().StandardMaterial)("adomGroundMat",sc);-      gm.diffuseColor=new (B().Color3)(0.55,0.57,0.6); gm.specularColor=new (B().Color3)(0,0,0);-      gm.alpha=0.28;-      new (B().HemisphericLight)("rm_gl",new (B().Vector3)(0,0,1),sc).intensity=0.55;+      gm.diffuseColor=new (B().Color3)(0.62,0.64,0.68); gm.specularColor=new (B().Color3)(0,0,0);+      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;