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
layer shadows FOR REAL: spot becomes the dominant light (env->0.35 fill, hemi dimmed) - shadows only darken direct light on PBR, so env-dominant lighting was washing layer shadows out (ground showed them because StandardMaterial is spot-lit)
3 files changed
+15−6
package.json+1−1@@ -2,7 +2,7 @@ "slug": "bq25792-charger", "title": "BQ25792 Charger", "type": "component",- "version": "0.1.74",+ "version": "0.1.75", "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": "0.1.74",+ "version": "0.1.75", "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+4−2@@ -313,7 +313,7 @@ exported bodies + design rules.</p> copperMat.albedoColor=new (B().Color3)(0.95,0.60,0.42); // copper copperMat.metallic=1.0; copperMat.roughness=0.28; // glossy metal sheen from the scene env copperMat.backFaceCulling=false;- copperMat.environmentIntensity=1.2;+ copperMat.environmentIntensity=0.5; byKey.cu1.meshes.concat(byKey.cu16.meshes).forEach(m=>{ if(m.material) m.material=copperMat; }); // FR4 sublayers = real Board body clones (drill holes)@@ -379,15 +379,17 @@ exported bodies + design rules.</p> // 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; }+ try{ sc.environmentIntensity=0.35; }catch(e){} // IBL is unshadowable - keep it a fill, not the key 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());+ try{ const h=sc.getLightByName("light"); if(h) h.intensity=0.15; const bl=sc.getLightByName("bottomLight"); if(bl) bl.intensity=0; }catch(e){} 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.intensity=6.0; // DOMINANT direct light - shadows only darken direct light on PBR, so it must dominate SHADOW_LIGHT.shadowMinZ=0.5; SHADOW_LIGHT.shadowMaxZ=3.0; if("angle" in SHADOW_LIGHT) SHADOW_LIGHT.angle=0.45; try{