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