component
IN-S63BTR
Public Unreviewedby AravK
Inolux Corporation · Top View SMD LED · 0603 (1.6 × 0.8mm) · AlInGaP
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<meta charset="utf-8">
<title>IN-S63BTR — Inolux Red 0603 LED</title>
<style>
:root{--bg:#0d1117;--fg:#e6edf3;--muted:#9fb0c0;--accent:#00b8b0;--border:#30363d;--panel:#161b22;}
body{margin:0;background:var(--bg);color:var(--fg);font:15px/1.65 -apple-system,BlinkMacSystemFont,"Segoe UI",Roboto,sans-serif;padding:10px 6px 40px;}
.wrap{max-width:940px;margin:0 auto;}
h1{font-size:27px;margin:.2em 0 .05em;letter-spacing:-.01em;}
h2{font-size:18px;margin:1.7em 0 .55em;border-bottom:1px solid var(--border);padding-bottom:.3em;}
.sub{color:var(--muted);margin:.1em 0 1.3em;}
a{color:var(--accent);text-decoration:none;} a:hover{text-decoration:underline;}
.viewer-card{border:1px solid var(--border);border-radius:12px;overflow:hidden;background:#14171d;box-shadow:0 4px 18px #0007;}
.viewer-card iframe{display:block;width:100%;height:600px;border:0;background:#14171d;}
.note{color:var(--muted);font-size:13.5px;}
blockquote{border-left:3px solid var(--accent);margin:1.1em 0;padding:.5em 1em;background:var(--panel);border-radius:0 8px 8px 0;color:var(--muted);font-size:13px;}
table{border-collapse:collapse;width:100%;font-size:13.5px;margin:.7em 0;}
th,td{border:1px solid var(--border);padding:6px 10px;text-align:left;vertical-align:top;}
th{background:var(--panel);} tr:nth-child(even) td{background:#11151b;}
code{background:var(--panel);padding:1px 5px;border-radius:4px;font:12.5px ui-monospace,monospace;}
.btn{display:inline-block;background:var(--accent);color:#04231f;font-weight:700;padding:9px 18px;border-radius:8px;margin:.3em 0;}
.btn:hover{text-decoration:none;filter:brightness(1.06);}
</style>
<div class="wrap">
<h1>IN-S63BTR</h1>
<p class="sub"><strong>Inolux Corporation</strong> · Red · 0603 · LED<br>
Top View SMD LED · 0603 (1.6 × 0.8 mm) · AlInGaP</p>
<h2>Interactive 3D viewer</h2>
<div class="viewer-card">
<iframe srcdoc="<meta charset="utf-8">
<title>IN-S63BTR — Static &amp; Pick-and-Place (Colby's viewer + additions)</title>
<style>
:root{ --accent:#00b8b0; --panel:#161b22; --border:#30363d; }
html,body{ margin:0; height:100%; overflow:hidden; background:#14171d; color:#e6edf3;
font:13px/1.5 -apple-system,BlinkMacSystemFont,"Segoe UI",sans-serif; }
/* Colby's viewer mounts into #app and fills the viewport; our chrome overlays it. */
#app{ position:fixed; inset:0; }
#app canvas{ width:100%; height:100%; display:block; outline:none; }
header{ position:fixed; top:0; left:0; right:0; display:flex; align-items:center; gap:16px;
padding:10px 16px; z-index:10; pointer-events:none; }
header h1{ font-size:14px; font-weight:700; margin:0; pointer-events:auto;
text-shadow:0 1px 3px #0009; }
header .sub{ color:#a9b6c2; font-size:11px; }
.seg{ margin-left:auto; display:flex; background:var(--panel); border:1px solid var(--border);
border-radius:20px; padding:3px; pointer-events:auto; box-shadow:0 2px 8px #0006; }
.seg button{ background:transparent; border:0; color:#c9d1d9; padding:6px 16px; border-radius:16px;
font-size:12px; font-weight:600; cursor:pointer; font-family:inherit; }
.seg button.on{ background:var(--accent); color:#04231f; }
#legend{ position:fixed; top:112px; right:16px; z-index:10; background:var(--panel); border:1px solid var(--border);
border-radius:8px; padding:8px 11px; font:11px 'JetBrains Mono',ui-monospace,monospace; color:#c9d1d9;
display:none; min-width:150px; box-shadow:0 2px 8px #0006; }
#legend.show{ display:block; }
#legend .row{ display:flex; align-items:center; gap:7px; padding:2px 0; }
#legend .sw{ width:11px; height:11px; border-radius:2px; display:inline-block; }
.btn-row{ position:fixed; bottom:16px; left:50%; transform:translateX(-50%);
display:flex; gap:8px; z-index:10; }
.btn{ background:var(--panel); border:1px solid var(--border); color:#e6edf3; padding:6px 14px;
border-radius:16px; font-size:12px; cursor:pointer; font-family:inherit; box-shadow:0 2px 8px #0006; }
.btn:hover{ border-color:var(--accent); }
.btn.on{ background:rgba(0,184,176,0.16); border-color:var(--accent); color:var(--accent); }
#layer-menu{ position:fixed; bottom:56px; left:50%; transform:translateX(-50%); z-index:10; background:var(--panel);
border:1px solid var(--border); border-radius:10px; padding:10px 14px; min-width:190px; display:none; box-shadow:0 2px 10px #0007; }
#layer-menu.open{ display:block; }
#layer-menu h2{ font-size:10px; letter-spacing:.08em; text-transform:uppercase; color:#8b949e; margin:0 0 8px; font-weight:600; }
#layer-menu label{ display:flex; align-items:center; gap:8px; padding:4px 0;
font:12px 'JetBrains Mono',ui-monospace,monospace; cursor:pointer; }
#layer-menu label.disabled{ opacity:.4; cursor:not-allowed; }
#layer-menu input{ accent-color:var(--accent); }
#layer-menu .grp{ margin-top:6px; border-top:1px solid var(--border); padding-top:6px; }
#status{ position:fixed; top:52px; left:16px; z-index:10; color:#a9b6c2;
font:11px 'JetBrains Mono',ui-monospace,monospace; text-shadow:0 1px 3px #0009; }
</style>
<div id="app"></div>
<header>
<h1>IN-S63BTR <span class="sub">· Colby's viewer + Static/Pick&amp;Place additions · local</span></h1>
<div class="seg">
<button id="mode-static" class="on">Static</button>
<button id="mode-pnp">Pick &amp; Place</button>
</div>
</header>
<div id="status">loading Colby's viewer…</div>
<div id="legend">
<div class="row"><span class="sw" style="background:#9fb4c8"></span> P&amp;P nozzle (ghost)</div>
<div class="row"><span class="sw" style="background:#bd964e"></span> Carrier tape (to datasheet)</div>
<div class="row"><span class="sw" style="background:#d8d0c4"></span> LED in tape (real model)</div>
</div>
<div id="layer-menu"><h2>Layers</h2><div id="layer-list"></div></div>
<div class="btn-row">
<button class="btn on" id="btn-ground">Ground</button>
<button class="btn" id="btn-bottom">Bottom light</button>
<button class="btn" id="btn-layers">Layers</button>
</div>
<!-- Colby/Kyle's ACTUAL shipped viewer bundle (window.Adom3DViewer). Unmodified. -->
<script>
(async () => {
const statusEl = document.getElementById('status');
// Wiki blobs render SANDBOXED (no allow-same-origin): localStorage/sessionStorage throw a
// SecurityError that aborts the viewer's SceneBuilder (leaving no lights / IBL / shadows /
// skybox). Shim both with no-ops BEFORE his bundle loads so his own init completes normally.
for (const k of ['localStorage','sessionStorage']) {
try { window[k] && window[k].getItem('x'); }
catch (e) { try { Object.defineProperty(window, k, { configurable:true, value:{ getItem:()=>null, setItem:()=>{}, removeItem:()=>{}, clear:()=>{}, key:()=>null, length:0 } }); } catch(_) {} }
}
// Wiki blob storage serves .js as application/octet-stream + nosniff, so a <script src>
// of the bundle is refused by the browser. Fetch it as text and inject it as an inline
// script (which executes). Behaves the same when served locally.
if (!window.Adom3DViewer) {
try {
const code = await (await fetch('https://wiki.adom.inc/blob/component/in-s63btr/adom-3d-viewer.min.js')).text();
const s = document.createElement('script'); s.textContent = code; document.head.appendChild(s);
} catch (e) { statusEl.textContent = 'viewer bundle fetch failed: ' + e.message; return; }
}
const V = window.Adom3DViewer;
if (!V) { statusEl.textContent = 'Adom3DViewer bundle failed to load'; return; }
const B = V.BABYLON; // his Babylon core instance
try {
// 1) His viewer — his camera, SpotLight+ShadowGenerator, studio IBL, skybox, view cube, axes.
const viewer = V.init(document.getElementById('app'), { zUp: true, showViewCube: true, showGround: true });
// 2) Load our composite through his pipeline (auto-framed + shadowed).
await viewer.loadModel('https://wiki.adom.inc/blob/component/in-s63btr/IN-S63BTR.insertion.glb');
const scene = viewer.getScene();
scene.animationGroups.slice().forEach(g => g.dispose()); // we drive our own motion
// Match Colby's CURRENT viewer EXACTLY (native /viewer/3d/, build ?v=20260717e). The shipped bundle
// is older and differs two ways, both verified live against his native scene:
// SKY — ships a flat grey (clearColor + skybox primaryColor 0.75, environmentIntensity 1.5) plus a
// BackgroundSkybox mesh. His current build has NO skybox mesh: just clearColor = SKILL_BG_BOTTOM
// (#2a3340) + environmentIntensity 1.0 + the studio env for PBR reflections.
// GROUND — ships an opaque square shadowGround (the "grey rectangle"). His is the same square GroundMesh
// + PBR groundMat (baseColor 0.15) but with a 256px radial-fade baseTexture + alpha 0.2
// (ALPHABLEND), so it reads as a soft CIRCLE. We rebuild that fade texture here.
const bgBot = new B.Color3(0.165, 0.200, 0.251); // SKILL_BG_BOTTOM = #2a3340
const Color4 = scene.clearColor && scene.clearColor.constructor; // Color4 isn't on the bundle's B — harvest it
let _groundFade = null;
const groundFadeTex = () => { // his radial fade: opaque centre -> transparent rim
if (_groundFade) return _groundFade;
const t = new B.DynamicTexture('groundFadeTex', 256, scene, true);
const c = t.getContext();
const g = c.createRadialGradient(128,128,6, 128,128,128);
g.addColorStop(0.0, 'rgba(255,255,255,1)');
g.addColorStop(0.55,'rgba(255,255,255,0.6)');
g.addColorStop(1.0, 'rgba(255,255,255,0)');
c.fillStyle = g; c.fillRect(0,0,256,256); t.update(); t.hasAlpha = true;
_groundFade = t; return t;
};
const matchColby = () => { // idempotent; also called after each re-frame
if (Color4) scene.clearColor = new Color4(bgBot.r, bgBot.g, bgBot.b, 1);
scene.environmentIntensity = 1.0;
scene.meshes.filter(m => /^Background/.test(m.name)).forEach(m => m.setEnabled(false)); // no skybox, like his native
const gnd = scene.getMeshByName('shadowGround');
if (gnd && gnd.material) {
const m = gnd.material;
if (!(m.baseTexture && m.baseTexture.name === 'groundFadeTex')) {
if ('baseTexture' in m) m.baseTexture = groundFadeTex();
m.alpha = 0.2; m.transparencyMode = 2; m.backFaceCulling = false; // his soft ALPHABLEND circle
}
gnd.receiveShadows = true;
}
};
matchColby();
const led = scene.getNodeByName('IN-S63BTR');
if (led) led.rotationQuaternion = null; // glTF sets a quaternion that would ignore rotation.z — use Euler
const ledLit = scene.getNodeByName('LED_lit');
const fovCone = scene.getNodeByName('fov_cone');
const ptLight = scene.lights.find(l => l.getClassName && l.getClassName() === 'PointLight');
const modelParent = (led && led.parent) || null; // share the model's coordinate space
// Bottom-fill light: the shipped bundle exposes no setBottomLight() and builds no bottomLight,
// so create our own (matching his design — a downward hemispheric that lights the part's
// underside), using his Babylon instance via the existing hemi's constructor. Toggled by the button.
let bottomFill = scene.getLightByName('bottomLight');
if (!bottomFill) {
const hemi = scene.getLightByName('light') || scene.lights.find(l => l.getClassName && l.getClassName() === 'HemisphericLight');
if (hemi) {
const HL = hemi.constructor;
bottomFill = new HL('our_bottom_fill', new B.Vector3(0,0,-1), scene);
bottomFill.diffuse = new B.Color3(1,1,1); bottomFill.groundColor = new B.Color3(0.5,0.5,0.5);
bottomFill.intensity = 0;
}
}
// Replicate his loadModel shadow step (ThreeDViewer.svelte ~159-166): register the loaded
// model as shadow casters/receivers. (His current source does this; the shipped bundle is
// older, so we do it here — same effect, no change to his code.) refreshRate=1 keeps the
// cast shadow updating as the LED animates.
const sg = viewer.getShadowGenerator && viewer.getShadowGenerator();
// Shadows for EVERYTHING: every content mesh casts AND receives; the ground only receives;
// skybox / view-cube / axes are environment helpers (neither). Called once after ALL geometry
// (model + tape/reel + ghosts) is built so nothing is missed. transparencyShadow lets the
// translucent ghosts (nozzle, cover tape) cast alpha-weighted shadows instead of hard ones.
const shadowed = new Set();
const registerShadows = () => {
if (!sg) return;
if (sg.setTransparencyShadow) sg.setTransparencyShadow(true); else sg.transparencyShadow = true;
scene.meshes.forEach(m => {
if (!m.getTotalVertices || m.getTotalVertices() === 0) return;
if (/skyBox|viewCube|axis|gizmo|fov/i.test(m.name)) return; // FOV cone is a light-field indicator, not a solid — no shadows
m.receiveShadows = true; // everything receives (incl. ground)
if (!/shadowGround|^ground$/i.test(m.name) && !shadowed.has(m)) { // ground receives but doesn't cast
sg.addShadowCaster(m, true); shadowed.add(m); // (Set guard avoids duplicate casters)
}
});
const smap = sg.getShadowMap(); if (smap) smap.refreshRate = 1;
};
// 3) Translucent ghosts (nozzle + carrier tape + component-in-tape), built with HIS Babylon.
const PX = 0.0065, LED_TOP = 0.00060; // 0603 body height ~0.6mm (datasheet)
// The shipped bundle exposes only a few BABYLON constructors; harvest TransformNode
// from his scene (ViewerRoot) and use StandardMaterial (exposed) for the translucent ghosts.
const TN = (scene.transformNodes[0] && scene.transformNodes[0].constructor) || null;
const makeGroup = (name) => TN ? new TN(name, scene) : B.MeshBuilder.CreateBox(name, { size:1e-6 }, scene);
function ghostMat(name, rgb, alpha){
const m = new B.StandardMaterial(name, scene);
m.diffuseColor = new B.Color3(rgb[0],rgb[1],rgb[2]);
m.emissiveColor = new B.Color3(rgb[0]*0.5, rgb[1]*0.5, rgb[2]*0.5); // self-lit so it reads as a translucent ghost
m.specularColor = new B.Color3(0.1,0.1,0.1);
m.alpha = alpha; m.backFaceCulling = false; m.disableLighting = false;
return m;
}
const ghostRoot = makeGroup('pnp_ghosts');
ghostRoot.parent = modelParent;
// ---- Datasheet carrier-tape constants (Inolux IN-S63BT Series V1.0, p.10 "Tape Dimension", EIA-481, 8mm/4000pcs) ----
// Numerically dimensioned on the datasheet: W 8.00 (+0.30/-0.10), T 0.23, P1/P0 4.00, E 1.75, F 3.50, Do 1.5 (+0.1/-0),
// P2 2.00, Ko 0.70. Ao/Bo (pocket W/L) are NOT numerically dimensioned on the sheet -> derived from the datasheet
// component body (1.6 x 0.8mm, p.1 Package Dimensions) + EIA-481 clearance (part sits rotated: 1.6 long -> Y=Bo, 0.8 -> X=Ao).
const mm = 0.001;
const TW=8.00*mm, TT=0.23*mm, TP1=4.00*mm, TE=1.75*mm, TF=3.50*mm, TDo=1.5*mm, TP2=2.00*mm, TAo=0.95*mm, TBo=1.85*mm, TKo=0.70*mm;
const NPOCK = 3, PKX = 7.0*mm; // pockets shown; active pocket X (nozzle picks here). Set clear of the FR4 board (board ends at +1.6mm; tape starts ~+4mm)
const ySpr = TW/2 - TE, PKY = ySpr - TF; // sprocket-hole row Y; component-pocket row Y (= pick Y)
const nozzle = makeGroup('pnp_nozzle'); nozzle.parent = ghostRoot;
const nozMat = ghostMat('nozMat', [0.62,0.70,0.78], 0.34, 0.6, 0.3);
const tip = B.MeshBuilder.CreateCylinder('nozzle_tip', { height:0.0006, diameterBottom:0.0004, diameterTop:0.0008, tessellation:40 }, scene);
tip.rotation.x = Math.PI/2; tip.position = new B.Vector3(0,0,0.0003);
const shaft = B.MeshBuilder.CreateCylinder('nozzle_shaft', { height:0.0032, diameter:0.0008, tessellation:40 }, scene);
shaft.rotation.x = Math.PI/2; shaft.position = new B.Vector3(0,0,0.0022);
[tip, shaft].forEach(m => { m.material = nozMat; m.parent = nozzle; });
nozzle.position = new B.Vector3(PKX, PKY, 0.0032);
// ---- CAD-accurate embossed carrier tape (Inolux IN-S63BT Series V1.0, p.10), lying FLAT ----
const pocketXs = Array.from({length:NPOCK}, (_,k)=> PKX + k*TP1);
// sprocket holes: pitch Po, offset P2 from the pockets; base extends 1mm past the outermost holes
const holeXs = pocketXs.map(x => x - TP2).concat([pocketXs[pocketXs.length-1] + (TP1 - TP2)]);
const tMinX = Math.min(...holeXs) - 0.001, tMaxX = Math.max(...holeXs) + 0.001, tLen = tMaxX - tMinX, tCx = (tMinX+tMaxX)/2;
const solidMat = (name,rgb) => { const m=new B.StandardMaterial(name,scene); m.diffuseColor=new B.Color3(rgb[0],rgb[1],rgb[2]); m.emissiveColor=new B.Color3(rgb[0]*0.55,rgb[1]*0.55,rgb[2]*0.55); m.specularColor=new B.Color3(0.1,0.1,0.1); m.backFaceCulling=false; return m; };
const tapeMat = solidMat('tapeMat', [0.90,0.85,0.73]); // opaque BEIGE carrier tape (realistic)
const wallMat = solidMat('wallMat', [0.62,0.56,0.45]); // embossed pocket cavity (darker beige)
const holeMat = solidMat('holeMat', [0.05,0.05,0.06]); // sprocket holes (dark)
const coverMat = ghostMat('coverMat', [0.62,0.76,0.92], 0.09); // clear cover-tape film (stays translucent)
const POCKET_LED_Z = -TKo + 0.00003; // LED seated on the pocket floor (fully recessed: Ko 0.70 deep, LED 0.60 tall -> top ~0.07mm below the tape surface, as in the reel)
const IN_TAPE_ROT = -Math.PI/2; // cathode faces +Y (toward sprockets), per datasheet
const WT = 0.00004; // pocket wall thickness
const tape = makeGroup('tape_reel'); tape.parent = ghostRoot;
// base film with the pocket band OPEN at each pocket (embossed pockets + LEDs show through, not covered)
const yPocT = PKY + TBo/2, yPocB = PKY - TBo/2;
const strip = (w,h,cx,cy,nm) => { const m=B.MeshBuilder.CreateBox(nm,{width:w,height:h,depth:TT},scene); m.position=new B.Vector3(cx,cy,-TT/2); m.material=tapeMat; m.parent=tape; };
// strip above the pockets — SMOOTH circular sprocket holes in a SOLID slab (thickness TT, matching the
// rest of the tape) so the beige part reads as a physical part, not zero-thickness film. Hand-built:
// radial-tessellated TOP + BOTTOM faces (clean vector circles), cylindrical WALLS through each hole,
// and outer EDGE walls around the strip. Buffers written directly (no earcut/CSG needed).
const HSEG = 72, holeR = TDo/2, holeCy = ySpr, zTop = 0, zBot = -TT;
const sortedHx = holeXs.slice().sort((a,b)=>a-b);
const bandB = [tMinX]; // vertical band boundaries = midpoints between holes
for (let i=0;i<sortedHx.length-1;i++) bandB.push((sortedHx[i]+sortedHx[i+1])/2);
bandB.push(tMaxX);
const P = [], NR = [], IDX = [];
const addV = (x,y,z,nx,ny,nz) => { P.push(x,y,z); NR.push(nx,ny,nz); return P.length/3 - 1; };
sortedHx.forEach((cx,hi) => {
const bx0 = bandB[hi], bx1 = bandB[hi+1];
const tIn=[], tOut=[], bIn=[], bOut=[], wT=[], wB=[]; // top/bottom face rings + hole-wall rings
for (let k=0;k<=HSEG;k++){
const th = 2*Math.PI*k/HSEG, dx = Math.cos(th), dy = Math.sin(th);
const ix = cx + holeR*dx, iy = holeCy + holeR*dy; // point ON the hole circle
let t = Infinity; // ray from hole centre to the band-rectangle edge
if (dx > 1e-12) t = Math.min(t,(bx1-cx)/dx); else if (dx < -1e-12) t = Math.min(t,(bx0-cx)/dx);
if (dy > 1e-12) t = Math.min(t,(TW/2-holeCy)/dy); else if (dy < -1e-12) t = Math.min(t,(yPocT-holeCy)/dy);
const ox = cx + t*dx, oy = holeCy + t*dy; // point on the rectangle edge
tIn.push(addV(ix,iy,zTop, 0,0,1)); tOut.push(addV(ox,oy,zTop, 0,0,1)); // TOP face ring
bIn.push(addV(ix,iy,zBot, 0,0,-1)); bOut.push(addV(ox,oy,zBot, 0,0,-1)); // BOTTOM face ring
wT.push(addV(ix,iy,zTop, -dx,-dy,0)); wB.push(addV(ix,iy,zBot, -dx,-dy,0)); // hole WALL ring (inward normal)
}
for (let k=0;k<HSEG;k++){
IDX.push(tIn[k], tIn[k+1], tOut[k], tOut[k], tIn[k+1], tOut[k+1]); // top face annulus
IDX.push(bIn[k], bOut[k], bIn[k+1], bOut[k], bOut[k+1], bIn[k+1]); // bottom face annulus (reversed)
IDX.push(wT[k], wB[k], wT[k+1], wT[k+1], wB[k], wB[k+1]); // cylindrical hole wall
}
});
// outer edge walls around the strip rectangle [tMinX,tMaxX] x [yPocT,TW/2] — gives the tape edges thickness
const edgeWall = (x0,y0,x1,y1,nx,ny) => { const a=addV(x0,y0,zTop,nx,ny,0), b=addV(x1,y1,zTop,nx,ny,0), c=addV(x0,y0,zBot,nx,ny,0), d=addV(x1,y1,zBot,nx,ny,0); IDX.push(a,c,b, b,c,d); };
edgeWall(tMinX,TW/2, tMaxX,TW/2, 0,1); // top edge (free edge of the tape)
edgeWall(tMaxX,yPocT, tMinX,yPocT, 0,-1); // bottom edge (meets the pocket band)
edgeWall(tMinX,yPocT, tMinX,TW/2, -1,0); // left end
edgeWall(tMaxX,TW/2, tMaxX,yPocT, 1,0); // right end
const topStrip = B.MeshBuilder.CreateGround('tape_top', { width:1, height:1, subdivisions:1 }, scene);
topStrip.setVerticesData('position', P);
topStrip.setVerticesData('normal', NR);
topStrip.setVerticesData('uv', new Array((P.length/3)*2).fill(0));
topStrip.setIndices(IDX);
topStrip.position = new B.Vector3(0,0,0); topStrip.material = tapeMat; topStrip.parent = tape; // coords baked into vertices
if (topStrip.refreshBoundingInfo) topStrip.refreshBoundingInfo();
strip(tLen, yPocB + TW/2, tCx, (-TW/2 + yPocB)/2, 'tape_bot'); // strip below the pockets
const openHalf = TAo/2 + WT; // pocket-band fillers between the open pockets
const edges = [tMinX, ...pocketXs.flatMap(x => [x-openHalf, x+openHalf]), tMaxX];
for (let i=0;i<edges.length;i+=2){ const a=edges[i], b=edges[i+1]; if (b-a>1e-6) strip(b-a, TBo, (a+b)/2, PKY, 'tape_band'+i); }
// (sprocket holes are real cut-outs in the top strip above — no dark discs)
pocketXs.forEach((x,k) => { // embossed pocket = 4 walls + floor (exact Ao x Bo x Ko, open top)
const w = (ww,hh,dd,dx,dy,dz,nm) => { const m=B.MeshBuilder.CreateBox(nm,{width:ww,height:hh,depth:dd},scene); m.position=new B.Vector3(x+dx,PKY+dy,dz); m.material=wallMat; m.parent=tape; };
w(WT, TBo, TKo, TAo/2, 0, -TKo/2, 'pw'+k+'A'); w(WT, TBo, TKo, -TAo/2, 0, -TKo/2, 'pw'+k+'B');
w(TAo, WT, TKo, 0, TBo/2, -TKo/2, 'pw'+k+'C'); w(TAo, WT, TKo, 0, -TBo/2, -TKo/2, 'pw'+k+'D');
w(TAo, TBo, WT, 0, 0, -TKo, 'pf'+k);
});
pocketXs.forEach((x,k) => { // actual LED models in NON-active pockets (cathode-correct rotation)
if (Math.abs(x - PKX) < 1e-9 || !led) return;
const c = led.clone('tape_led_'+k, tape);
if (!c) return;
c.getDescendants(false).forEach(d => { if (d.getClassName && /Light/.test(d.getClassName())) d.dispose(); });
c.rotationQuaternion = null; // same: use Euler so the 90° in-pocket rotation applies
c.position = new B.Vector3(x, PKY, POCKET_LED_Z); c.rotation = new B.Vector3(0, 0, IN_TAPE_ROT);
});
const cover = B.MeshBuilder.CreateBox('cover_tape', { width:tLen, height:TW*0.6, depth:0.00003 }, scene); // clear cover tape
cover.position = new B.Vector3(tCx, PKY + TBo*0.2, 0.00004); cover.material = coverMat; cover.parent = tape;
registerShadows(); // now that ALL geometry exists (model + tape/reel + nozzle + pocket LEDs + cover), enable shadows on everything
if (fovCone) [fovCone].concat(fovCone.getChildMeshes ? fovCone.getChildMeshes() : []).forEach(m => { if ('receiveShadows' in m) m.receiveShadows = false; if (sg && sg.removeShadowCaster) sg.removeShadowCaster(m); }); // FOV cone: no shadows (belt-and-suspenders vs the /fov/ exclusion)
// 4) Motion — manual per-frame interpolation (no baked groups); positions in the model's space.
const LIFT=0.0018, NHI=0.0032, NLO=0.00060, CARRY=0.0027; // LIFT = 3x scaled body height (0.6mm); NLO reaches the recessed 0603 LED top
function lerpKeys(keys, t){
for (let i=0;i<keys.length-1;i++){ const a=keys[i], b=keys[i+1];
if (t>=a[0] && t<=b[0]){ const u=(t-a[0])/(b[0]-a[0]); return [a[1]+(b[1]-a[1])*u, a[2]+(b[2]-a[2])*u, a[3]+(b[3]-a[3])*u]; } }
const l = keys[keys.length-1]; return [l[1],l[2],l[3]];
}
function lerp1(keys, t){ // scalar interpolation (LED pick rotation)
for (let i=0;i<keys.length-1;i++){ const a=keys[i], b=keys[i+1];
if (t>=a[0] && t<=b[0]){ const u=(t-a[0])/(b[0]-a[0]); return a[1]+(b[1]-a[1])*u; } }
return keys[keys.length-1][1];
}
const bobKeys = [[0,0,0,0],[1.2,0,0,0],[3.0,0,0,LIFT],[4.2,0,0,LIFT],[6.0,0,0,0]];
const nozKeys = [[0,PKX,PKY,NHI],[1.0,PKX,PKY,NLO],[1.9,PKX,PKY,NHI],[2.7,PKX,PKY,NHI],[3.6,0,0,NHI],[4.4,0,0,NLO],[5.2,0,0,NHI],[6.8,PKX,PKY,NHI],[8.0,PKX,PKY,NHI]];
const ledKeys = [[0,PKX,PKY,POCKET_LED_Z],[1.0,PKX,PKY,POCKET_LED_Z],[1.9,PKX,PKY,CARRY],[2.7,PKX,PKY,CARRY],[3.6,0,0,CARRY],[4.4,0,0,0],[6.8,0,0,0],[8.0,PKX,PKY,POCKET_LED_Z]];
// LED lifts STRAIGHT UP out of the pocket (still at the in-tape angle, so it never clips the pocket walls),
// THEN the nozzle rotates it to the board orientation (0°) in the air, then carries it over and places it.
// In-tape angle = IN_TAPE_ROT (cathode toward the sprocket holes, per datasheet); board = 0° (cathode −X).
const rotKeys = [[0,IN_TAPE_ROT],[1.9,IN_TAPE_ROT],[2.7,0],[8.0,0]];
let t0 = performance.now();
scene.onBeforeRenderObservable.add(() => {
// keep the shadow map re-rendering so the cast shadow follows the animated LED
if (sg) { const sm = sg.getShadowMap(); if (sm && sm.refreshRate !== 1) sm.refreshRate = 1; }
const t = (performance.now() - t0) / 1000;
if (mode === 'static') {
const p = lerpKeys(bobKeys, t % 6);
[led, ledLit, fovCone].forEach(n => { if (n) n.position.set(p[0], p[1], p[2]); });
if (led) led.rotation.z = 0;
} else {
const tt = t % 8;
const np = lerpKeys(nozKeys, tt); nozzle.position.set(np[0], np[1], np[2]);
const lp = lerpKeys(ledKeys, tt); if (led) { led.position.set(lp[0], lp[1], lp[2]); led.rotation.z = lerp1(rotKeys, tt); }
const show = tt <= 6.8; if (led && led.isEnabled() !== show) led.setEnabled(show); // in the pocket from t=0, hidden only during the loop reset
}
});
// 5) Layers — includes the two the wiki viewer lacks: Light (LED_lit) and FOV (fov_cone).
const layers = [
{ key:'light', label:'Light (LED lit)', get:()=>ledLit, extra:on=>{ if(ptLight) ptLight.setEnabled(on); } },
{ key:'fov', label:'FOV (120° cone)', get:()=>fovCone },
{ key:'body', label:'LED body', get:()=>led, grp:true },
{ key:'board', label:'fr4_board', get:()=>scene.getNodeByName('fr4_board') },
{ key:'pad', label:'pad_top', get:()=>scene.getNodeByName('pad_top') },
{ key:'silk', label:'silk', get:()=>scene.getNodeByName('silk') },
{ key:'solder', label:'solder_top', get:()=>scene.getNodeByName('solder_top') },
];
const state = { light:true, fov:true, body:true, board:true, pad:true, silk:true, solder:true };
const listEl = document.getElementById('layer-list'); const rows = {};
const setNodeEnabled = (node,on)=>{ if(!node) return; node.setEnabled(on); if(node.getChildMeshes) node.getChildMeshes().forEach(c=>c.setEnabled(on)); };
layers.forEach(L => {
const row = document.createElement('label'); if (L.grp) row.className='grp';
const cb = document.createElement('input'); cb.type='checkbox'; cb.checked=state[L.key];
cb.onchange = () => { state[L.key]=cb.checked; setNodeEnabled(L.get(),cb.checked); if(L.extra)L.extra(cb.checked); };
row.appendChild(cb); row.append(' '+L.label); listEl.appendChild(row); rows[L.key]={row,cb};
});
const lockLayer = (key,locked)=>{ rows[key].row.classList.toggle('disabled',locked); rows[key].cb.disabled=locked; };
// His frameModel() mis-frames in this embed (it framed the 5000-unit skybox → camera at
// radius ~2500 m, so the ~3mm part is a sub-pixel dot). Run it for its spotlight/ground
// positioning, then set a sane mm-scale camera explicitly.
function applyFrame(mode){
try { viewer.frameModel(); } catch (e) {}
const c = scene.activeCamera;
c.lowerRadiusLimit = 0.0015; c.upperRadiusLimit = 0.08; c.minZ = 0.00005; c.maxZ = 10;
c.alpha = 1.05; c.beta = 1.0;
if (mode === 'pnp') { c.target.copyFromFloats(0.003, 0, 0.0006); c.radius = 0.026; }
else { c.target.copyFromFloats(0, 0, -0.0002); c.radius = 0.0065; }
matchColby(); // frameModel may rebuild the ground/skybox — re-apply his ground fade + no-skybox
}
// 6) Mode switching — ghosts are a content root only in P&P (so Static frames just the part).
let mode = 'static';
function setMode(m){
mode = m; t0 = performance.now();
document.getElementById('mode-static').classList.toggle('on', m==='static');
document.getElementById('mode-pnp').classList.toggle('on', m==='pnp');
document.getElementById('legend').classList.toggle('show', m==='pnp');
if (m==='static'){
setNodeEnabled(ghostRoot, false); viewer.removeContentRoot(ghostRoot);
lockLayer('light',false); lockLayer('fov',false);
if (led) setNodeEnabled(led, true);
if (ledLit) setNodeEnabled(ledLit, state.light); if (ptLight) ptLight.setEnabled(state.light);
if (fovCone) setNodeEnabled(fovCone, state.fov);
applyFrame(m);
statusEl.textContent = 'STATIC · LED insertion (up/down) · toggle Light & FOV in Layers';
} else {
setNodeEnabled(ghostRoot, true); viewer.addContentRoot(ghostRoot, { castShadows:true, receiveShadows:true });
if (ledLit) setNodeEnabled(ledLit, false); if (fovCone) setNodeEnabled(fovCone, false); if (ptLight) ptLight.setEnabled(false);
lockLayer('light',true); lockLayer('fov',true);
if (led) setNodeEnabled(led, true);
applyFrame(m);
statusEl.textContent = 'PICK & PLACE · nozzle picks LED from tape → places on pads';
}
}
// 7) Buttons — Ground / Bottom light call HIS API; Layers is our menu.
document.getElementById('mode-static').onclick = () => setMode('static');
document.getElementById('mode-pnp').onclick = () => setMode('pnp');
document.getElementById('btn-ground').onclick = function(){ this.classList.toggle('on'); viewer.setGroundVisible(this.classList.contains('on')); matchColby(); }; // setGroundVisible rebuilds the ground opaque — re-apply his fade circle
document.getElementById('btn-bottom').onclick = function(){ this.classList.toggle('on'); if (bottomFill) bottomFill.intensity = this.classList.contains('on') ? 0.6 : 0; };
document.getElementById('btn-layers').onclick = function(){ document.getElementById('layer-menu').classList.toggle('open'); this.classList.toggle('on'); };
// Close the Layers menu on any click outside it (and outside the Layers button).
document.addEventListener('click', (e) => {
const menu = document.getElementById('layer-menu'), btn = document.getElementById('btn-layers');
if (menu.classList.contains('open') && !menu.contains(e.target) && !btn.contains(e.target)) {
menu.classList.remove('open'); btn.classList.remove('on');
}
}, true);
setMode('static');
window._v = { viewer, scene, B, setMode }; // debug hook
} catch (e) { statusEl.textContent = 'init error: ' + e.message; window._err = (e.stack || e.message); console.error(e); }
})();
</script>
" title="IN-S63BTR interactive 3D viewer" allow="fullscreen"></iframe>
</div>
<p class="note">Interactive assembly view on the Adom 3D viewer with <strong>Static</strong> and
<strong>Pick & Place</strong> modes. In Pick & Place the nozzle lifts an
LED straight out of a datasheet-accurate carrier tape, rotates it to the board orientation, and seats
it on the pads. Use <strong>Layers</strong> to toggle the board, pads, solder, silk, the LED body,
<strong><code>LED_lit</code></strong> (red emitter on/off), and the <strong>FOV</strong> cone.</p>
<h2>Characterization</h2>
<p><a class="btn" href="/blob/component/in-s63btr/IN-S63BTR.html">View full characterization page →</a></p>
<p class="note">Interactive specs, footprint viewer, symbol viewer, and design charts.</p>
<blockquote><strong>Provenance — 3D assembly.</strong> <code>IN-S63BTR.glb</code> is a composite
built from the page's own <code>IN-S63BTR.step</code> (via cadquery for the sunken side embossing)
plus a generated FR4 board, copper pads, solder, and silk mark. The top lens is tinted red
with a toggleable emissive <code>LED_lit</code> layer. The insert animation is baked into the GLB.</blockquote>
<h2>Downloads</h2>
<table>
<tr><th>File</th><th>Description</th></tr>
<tr><td><a href="/blob/component/in-s63btr/IN-S63BTR.html">IN-S63BTR.html</a></td><td>Characterization Page</td></tr>
<tr><td><a href="/blob/component/in-s63btr/IN-S63BTR.kicad_sym">IN-S63BTR.kicad_sym</a></td><td>KiCad Symbol</td></tr>
<tr><td><a href="/blob/component/in-s63btr/IN-S63BTR.kicad_mod">IN-S63BTR.kicad_mod</a></td><td>KiCad Footprint</td></tr>
<tr><td><a href="/blob/component/in-s63btr/IN-S63BTR.step">IN-S63BTR.step</a></td><td>3D STEP Model</td></tr>
</table>
</div>