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 copper z double-offset (baked+position); descriptive tooltips; faster cascade (5s); ShadowOnlyMaterial ground for visible shadows; per-layer bbox toggle icon
3 files changed
+40−15
package.json+1−1@@ -2,7 +2,7 @@ "slug": "bq25792-charger", "title": "BQ25792 Charger", "type": "component",- "version": "0.1.61",+ "version": "0.1.62", "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": "0.1.61",+ "version": "0.1.62", "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+29−11@@ -175,7 +175,16 @@ exported bodies + design rules.</p> Object.keys(I).forEach(function(id){ const b=document.getElementById(id); if(!b) return; const label=b.textContent.trim();- b.setAttribute("data-tip",label); b.removeAttribute("title");+ const TIP={+ "btn-pivot":"Click-to-pivot: click anywhere and the camera orbits around exactly that point (always on)",+ "btn-ground":"Ground plane: show or hide the semi-transparent floor the shadow falls on",+ "btn-shadows":"Shadows: toggle the drop shadow that helps you read each layer's height",+ "btn-anim":"Animate: auto-play the cascade that lifts each layer in turn, then reassembles",+ "btn-assembled":"Assembled: jump to the finished, fully-stacked board",+ "btn-exploded":"Exploded: jump to the fully-separated stackup",+ "btn-fs":"Fullscreen: expand the 3D viewer to fill the browser window"+ };+ b.setAttribute("data-tip",TIP[id]||label); b.removeAttribute("title"); b.innerHTML='<svg viewBox="0 0 16 16" aria-hidden="true">'+I[id]+'</svg>'; }); })();@@ -364,21 +373,30 @@ 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=0.0001; // essentially only a shadow source (env already lights)+ SHADOW_LIGHT.intensity=0.35; // enough to define a crisp shadow map 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=24; SHADOW_GEN.darkness=0.15;+ SHADOW_GEN.useBlurCloseExponentialShadowMap=true; SHADOW_GEN.blurKernel=20; SHADOW_GEN.darkness=0.35; SHADOW_GEN.getShadowMap().refreshRate=B().RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME; LAYERS.forEach(L=>L.meshes.forEach(m=>{ try{ SHADOW_GEN.addShadowCaster(m,true);}catch(e){} })); - // Dedicated ground: a big plane just under the board. Semi-transparent (see under the- // board) but it RECEIVES the shadow so the animation reads in 3D.+ // 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. GROUND_PLANE=B().MeshBuilder.CreateGround("adomGround",{width:0.3,height:0.3},sc);- GROUND_PLANE.rotation.x=-Math.PI/2; // ground is XZ by default; scene is z-up -> face +Z- GROUND_PLANE.position=new (B().Vector3)(0.0252,0.0132,-0.001);- const gm=new (B().StandardMaterial)("adomGroundMat",sc);- gm.diffuseColor=new (B().Color3)(0.5,0.52,0.55); gm.specularColor=new (B().Color3)(0,0,0);- gm.alpha=0.2; gm.backFaceCulling=false;+ GROUND_PLANE.position=new (B().Vector3)(0.0252,0.0132,-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=0.55; 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.backFaceCulling=false; GROUND_PLANE.material=gm; GROUND_PLANE.receiveShadows=true; // 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){} });@@ -476,7 +494,7 @@ exported bodies + design rules.</p> // ---- modes: anim (autoplay cascade) | manual (slider, resumes after 5s) | t0 | t1 ---- let mode="anim", u=0, dir=1, holdT=0, resumeTimer=null;- const CASCADE_T=9.0, HOLD=2.0;+ const CASCADE_T=5.0, HOLD=1.0; function setBtns(b){ [btnAnim,btnA,btnE].forEach(x=>x.classList.remove("active")); if(b)b.classList.add("active"); } function tick(dt){ if(mode==="t0"){ if(u>0){u=Math.max(0,u-dt/1.5); apply(u);} return; }