Browse Source

Merge branch 'gl-geo'

Alexander Rose 6 years ago
parent
commit
0097886292

+ 30 - 12
src/mol-geo/geometry/lines/lines-builder.ts

@@ -7,12 +7,18 @@
 import { ValueCell } from 'mol-util/value-cell'
 import { ChunkedArray } from 'mol-data/util';
 import { Lines } from './lines';
+import { Mat4, Vec3 } from 'mol-math/linear-algebra';
+import { Cage } from 'mol-geo/primitive/cage';
 
 export interface LinesBuilder {
     add(startX: number, startY: number, startZ: number, endX: number, endY: number, endZ: number, group: number): void
+    addCage(t: Mat4, cage: Cage, group: number): void
     getLines(): Lines
 }
 
+const tmpVecA = Vec3.zero()
+const tmpVecB = Vec3.zero()
+
 export namespace LinesBuilder {
     export function create(initialCount = 2048, chunkSize = 1024, lines?: Lines): LinesBuilder {
         const mappings = ChunkedArray.create(Float32Array, 2, chunkSize, lines ? lines.mappingBuffer.ref.value : initialCount);
@@ -21,20 +27,32 @@ export namespace LinesBuilder {
         const starts = ChunkedArray.create(Float32Array, 3, chunkSize, lines ? lines.startBuffer.ref.value : initialCount);
         const ends = ChunkedArray.create(Float32Array, 3, chunkSize, lines ? lines.endBuffer.ref.value : initialCount);
 
+        const add = (startX: number, startY: number, startZ: number, endX: number, endY: number, endZ: number, group: number) => {
+            const offset = mappings.elementCount
+            for (let i = 0; i < 4; ++i) {
+                ChunkedArray.add3(starts, startX, startY, startZ);
+                ChunkedArray.add3(ends, endX, endY, endZ);
+                ChunkedArray.add(groups, group);
+            }
+            ChunkedArray.add2(mappings, -1, 1);
+            ChunkedArray.add2(mappings, -1, -1);
+            ChunkedArray.add2(mappings, 1, 1);
+            ChunkedArray.add2(mappings, 1, -1);
+            ChunkedArray.add3(indices, offset, offset + 1, offset + 2);
+            ChunkedArray.add3(indices, offset + 1, offset + 3, offset + 2);
+        }
+
         return {
-            add: (startX: number, startY: number, startZ: number, endX: number, endY: number, endZ: number, group: number) => {
-                const offset = mappings.elementCount
-                for (let i = 0; i < 4; ++i) {
-                    ChunkedArray.add3(starts, startX, startY, startZ);
-                    ChunkedArray.add3(ends, endX, endY, endZ);
-                    ChunkedArray.add(groups, group);
+            add,
+            addCage: (t: Mat4, cage: Cage, group: number) => {
+                const { vertices, edges } = cage
+                for (let i = 0, il = edges.length; i < il; i += 2) {
+                    Vec3.fromArray(tmpVecA, vertices, edges[i] * 3)
+                    Vec3.fromArray(tmpVecB, vertices, edges[i + 1] * 3)
+                    Vec3.transformMat4(tmpVecA, tmpVecA, t)
+                    Vec3.transformMat4(tmpVecB, tmpVecB, t)
+                    add(tmpVecA[0], tmpVecA[1], tmpVecA[2], tmpVecB[0], tmpVecB[1], tmpVecB[2], group)
                 }
-                ChunkedArray.add2(mappings, -1, 1);
-                ChunkedArray.add2(mappings, -1, -1);
-                ChunkedArray.add2(mappings, 1, 1);
-                ChunkedArray.add2(mappings, 1, -1);
-                ChunkedArray.add3(indices, offset, offset + 1, offset + 2);
-                ChunkedArray.add3(indices, offset + 1, offset + 3, offset + 2);
             },
             getLines: () => {
                 const mb = ChunkedArray.compact(mappings, true) as Float32Array

+ 2 - 2
src/mol-geo/geometry/lines/lines.ts

@@ -174,8 +174,8 @@ export namespace Lines {
 }
 
 function getBoundingSphere(lineStart: Float32Array, lineEnd: Float32Array, lineCount: number, transform: Float32Array, transformCount: number) {
-    const start = calculateBoundingSphere(lineStart, lineCount, transform, transformCount)
-    const end = calculateBoundingSphere(lineEnd, lineCount, transform, transformCount)
+    const start = calculateBoundingSphere(lineStart, lineCount * 4, transform, transformCount)
+    const end = calculateBoundingSphere(lineEnd, lineCount * 4, transform, transformCount)
     return {
         boundingSphere: Sphere3D.addSphere(start.boundingSphere, end.boundingSphere),
         invariantBoundingSphere: Sphere3D.addSphere(start.invariantBoundingSphere, end.invariantBoundingSphere)

+ 61 - 1
src/mol-geo/geometry/mesh/mesh-builder.ts

@@ -1,5 +1,5 @@
 /**
- * Copyright (c) 2018 mol* contributors, licensed under MIT, See LICENSE file for more info.
+ * Copyright (c) 2018-2019 mol* contributors, licensed under MIT, See LICENSE file for more info.
  *
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
  */
@@ -10,9 +10,16 @@ import { ChunkedArray } from 'mol-data/util';
 import { Mesh } from './mesh';
 import { getNormalMatrix } from '../../util';
 import { Primitive } from '../../primitive/primitive';
+import { Cage } from 'mol-geo/primitive/cage';
+import { addSphere } from './builder/sphere';
+import { addCylinder } from './builder/cylinder';
 
 const tmpV = Vec3.zero()
 const tmpMat3 = Mat3.zero()
+const tmpVecA = Vec3.zero()
+const tmpVecB = Vec3.zero()
+const tmpVecC = Vec3.zero()
+const tmpVecD = Vec3.zero()
 
 export namespace MeshBuilder {
     export interface State {
@@ -35,6 +42,45 @@ export namespace MeshBuilder {
         }
     }
 
+    export function addTriangle(state: State, a: Vec3, b: Vec3, c: Vec3) {
+        const { vertices, normals, indices, groups, currentGroup } = state
+        const offset = vertices.elementCount
+        
+        // positions
+        ChunkedArray.add3(vertices, a[0], a[1], a[2]);
+        ChunkedArray.add3(vertices, b[0], b[1], b[2]);
+        ChunkedArray.add3(vertices, c[0], c[1], c[2]);
+
+        Vec3.triangleNormal(tmpV, a, b, c)
+        for (let i = 0; i < 3; ++i) {
+            ChunkedArray.add3(normals, tmpV[0], tmpV[1], tmpV[2]);  // normal
+            ChunkedArray.add(groups, currentGroup);  // group
+        }
+        ChunkedArray.add3(indices, offset, offset + 1, offset + 2);
+    }
+
+    export function addTriangleStrip(state: State, vertices: ArrayLike<number>, indices: ArrayLike<number>) {
+        Vec3.fromArray(tmpVecC, vertices, indices[0] * 3)
+        Vec3.fromArray(tmpVecD, vertices, indices[1] * 3)
+        for (let i = 2, il = indices.length; i < il; i += 2) {
+            Vec3.copy(tmpVecA, tmpVecC)
+            Vec3.copy(tmpVecB, tmpVecD)
+            Vec3.fromArray(tmpVecC, vertices, indices[i] * 3)
+            Vec3.fromArray(tmpVecD, vertices, indices[i + 1] * 3)
+            addTriangle(state, tmpVecA, tmpVecB, tmpVecC)
+            addTriangle(state, tmpVecB, tmpVecD, tmpVecC)
+        }
+    }
+
+    export function addTriangleFan(state: State, vertices: ArrayLike<number>, indices: ArrayLike<number>) {
+        Vec3.fromArray(tmpVecA, vertices, indices[0] * 3)
+        for (let i = 2, il = indices.length; i < il; ++i) {
+            Vec3.fromArray(tmpVecB, vertices, indices[i - 1] * 3)
+            Vec3.fromArray(tmpVecC, vertices, indices[i] * 3)
+            addTriangle(state, tmpVecA, tmpVecC, tmpVecB)
+        }
+    }
+
     export function addPrimitive(state: State, t: Mat4, primitive: Primitive) {
         const { vertices: va, normals: na, indices: ia } = primitive
         const { vertices, normals, indices, groups, currentGroup } = state
@@ -55,6 +101,20 @@ export namespace MeshBuilder {
         }
     }
 
+    export function addCage(state: State, t: Mat4, cage: Cage, radius: number, detail: number) {
+        const { vertices: va, edges: ea } = cage
+        const cylinderProps = { radiusTop: radius, radiusBottom: radius }
+        for (let i = 0, il = ea.length; i < il; i += 2) {
+            Vec3.fromArray(tmpVecA, va, ea[i] * 3)
+            Vec3.fromArray(tmpVecB, va, ea[i + 1] * 3)
+            Vec3.transformMat4(tmpVecA, tmpVecA, t)
+            Vec3.transformMat4(tmpVecB, tmpVecB, t)
+            addSphere(state, tmpVecA, radius, detail)
+            addSphere(state, tmpVecB, radius, detail)
+            addCylinder(state, tmpVecA, tmpVecB, 1, cylinderProps)
+        }
+    }
+
     export function getMesh (state: State): Mesh {
         const { vertices, normals, indices, groups, mesh } = state
         const vb = ChunkedArray.compact(vertices, true) as Float32Array

+ 36 - 11
src/mol-geo/primitive/box.ts

@@ -1,5 +1,5 @@
 /**
- * Copyright (c) 2018 mol* contributors, licensed under MIT, See LICENSE file for more info.
+ * Copyright (c) 2018-2019 mol* contributors, licensed under MIT, See LICENSE file for more info.
  *
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
  */
@@ -7,6 +7,7 @@
 import { Vec3 } from 'mol-math/linear-algebra'
 import { Primitive, PrimitiveBuilder } from './primitive';
 import { polygon } from './polygon'
+import { Cage, createCage } from './cage';
 
 const a = Vec3.zero(), b = Vec3.zero(), c = Vec3.zero(), d = Vec3.zero()
 const points = polygon(4, true)
@@ -20,25 +21,25 @@ function createBox(perforated: boolean): Primitive {
     // create sides
     for (let i = 0; i < 4; ++i) {
         const ni = (i + 1) % 4
-        Vec3.set(a, points[i * 2], points[i * 2 + 1], -0.5)
-        Vec3.set(b, points[ni * 2], points[ni * 2 + 1], -0.5)
-        Vec3.set(c, points[ni * 2], points[ni * 2 + 1], 0.5)
-        Vec3.set(d, points[i * 2], points[i * 2 + 1], 0.5)
+        Vec3.set(a, points[i * 3], points[i * 3 + 1], -0.5)
+        Vec3.set(b, points[ni * 3], points[ni * 3 + 1], -0.5)
+        Vec3.set(c, points[ni * 3], points[ni * 3 + 1], 0.5)
+        Vec3.set(d, points[i * 3], points[i * 3 + 1], 0.5)
         builder.add(a, b, c)
         if (!perforated) builder.add(c, d, a)
     }
 
     // create bases
     Vec3.set(a, points[0], points[1], -0.5)
-    Vec3.set(b, points[2], points[3], -0.5)
-    Vec3.set(c, points[4], points[5], -0.5)
-    Vec3.set(d, points[6], points[7], -0.5)
+    Vec3.set(b, points[3], points[4], -0.5)
+    Vec3.set(c, points[6], points[7], -0.5)
+    Vec3.set(d, points[9], points[10], -0.5)
     builder.add(c, b, a)
     if (!perforated) builder.add(a, d, c)
     Vec3.set(a, points[0], points[1], 0.5)
-    Vec3.set(b, points[2], points[3], 0.5)
-    Vec3.set(c, points[4], points[5], 0.5)
-    Vec3.set(d, points[6], points[7], 0.5)
+    Vec3.set(b, points[3], points[4], 0.5)
+    Vec3.set(c, points[6], points[7], 0.5)
+    Vec3.set(d, points[9], points[10], 0.5)
     builder.add(a, b, c)
     if (!perforated) builder.add(c, d, a)
 
@@ -55,4 +56,28 @@ let perforatedBox: Primitive
 export function PerforatedBox() {
     if (!perforatedBox) perforatedBox = createBox(true)
     return perforatedBox
+}
+
+let boxCage: Cage
+export function BoxCage() {
+    if (!boxCage) {
+        boxCage = createCage(
+            [
+                 0.5,  0.5, -0.5, // bottom
+                -0.5,  0.5, -0.5,
+                -0.5, -0.5, -0.5,
+                 0.5, -0.5, -0.5,
+                 0.5,  0.5, 0.5,  // top
+                -0.5,  0.5, 0.5,
+                -0.5, -0.5, 0.5,
+                 0.5, -0.5, 0.5
+            ],
+            [
+                0, 4,  1, 5,  2, 6,  3, 7, // sides
+                0, 1,  1, 2,  2, 3,  3, 0,  // bottom base
+                4, 5,  5, 6,  6, 7,  7, 4   // top base
+            ]
+        )
+    }
+    return boxCage
 }

+ 14 - 0
src/mol-geo/primitive/cage.ts

@@ -0,0 +1,14 @@
+/**
+ * Copyright (c) 2019 mol* contributors, licensed under MIT, See LICENSE file for more info.
+ *
+ * @author Alexander Rose <alexander.rose@weirdbyte.de>
+ */
+
+export interface Cage {
+    readonly vertices: ArrayLike<number>
+    readonly edges: ArrayLike<number>
+}
+
+export function createCage(vertices: ArrayLike<number>, edges: ArrayLike<number>): Cage {
+    return { vertices, edges }
+}

+ 69 - 0
src/mol-geo/primitive/dodecahedron.ts

@@ -0,0 +1,69 @@
+/**
+ * Copyright (c) 2019 mol* contributors, licensed under MIT, See LICENSE file for more info.
+ *
+ * @author Alexander Rose <alexander.rose@weirdbyte.de>
+ */
+
+import { createPrimitive, Primitive } from './primitive';
+import { Cage, createCage } from './cage';
+
+const t = (1 + Math.sqrt(5)) / 2;
+
+const a = 1;
+const b = 1 / t;
+const c = 2 - t;
+
+export const dodecahedronVertices: ReadonlyArray<number> = [
+     c, 0, a,    -c, 0, a,    -b, b, b,    0, a, c,     b, b, b,
+     b, -b, b,    0, -a, c,   -b, -b, b,   c, 0, -a,   -c, 0, -a,
+    -b, -b, -b,   0, -a, -c,   b, -b, -b,  b,  b, -b,   0, a, -c,
+    -b, b, -b,    a, c, 0,    -a, c, 0,   -a, -c, 0,    a, -c, 0
+];
+
+/** indices of pentagonal faces, groups of five  */
+export const dodecahedronFaces: ReadonlyArray<number> = [
+     4, 3, 2, 1, 0,
+     7, 6, 5, 0, 1,
+    12, 11, 10, 9, 8,
+    15, 14, 13, 8, 9,
+    14, 3, 4, 16, 13,
+     3, 14, 15, 17, 2,
+    11, 6, 7, 18, 10,
+     6, 11, 12, 19, 5,
+     4, 0, 5, 19, 16,
+    12, 8, 13, 16, 19,
+    15, 9, 10, 18, 17,
+     7, 1, 2, 17, 18
+];
+
+const dodecahedronIndices: ReadonlyArray<number> = [  // pentagonal faces
+     4, 3, 2,     2, 1, 0,     4, 2, 0,    // 4, 3, 2, 1, 0
+     7, 6, 5,     5, 0, 1,     7, 5, 1,    // 7, 6, 5, 0, 1
+    12, 11, 10,  10, 9, 8,    12, 10, 8,   // 12, 11, 10, 9, 8
+    15, 14, 13,  13, 8, 9,    15, 13, 9,   // 15, 14, 13, 8, 9
+    14, 3, 4,     4, 16, 13,  14, 4, 13,   // 14, 3, 4, 16, 13
+     3, 14, 15,   15, 17, 2,   3, 15, 2,   // 3, 14, 15, 17, 2
+    11, 6, 7,     7, 18, 10,  11, 7, 10,   // 11, 6, 7, 18, 10
+     6, 11, 12,  12, 19, 5,    6, 12, 5,   // 6, 11, 12, 19, 5
+     4, 0, 5,     5, 19, 16,   4, 5, 16,   // 4, 0, 5, 19, 16
+    12, 8, 13,   13, 16, 19,  12, 13, 19,  // 12, 8, 13, 16, 19
+    15, 9, 10,   10, 18, 17,  15, 10, 17,  // 15, 9, 10, 18, 17
+     7, 1, 2,     2, 17, 18,   7, 2, 18,   // 7, 1, 2, 17, 18
+];
+
+const dodecahedronEdges: ReadonlyArray<number> = [
+     0, 1,   0, 4,    0, 5,    1, 2,    1, 7,    2, 3,    2, 17,   3, 4,    3, 14,   4, 16,
+     5, 6,   5, 19,   6, 7,    6, 11,   7, 18,   8, 9,    8, 12,   8, 13,   9, 10,   9, 15,
+    10, 11, 10, 18,  11, 12,  12, 19,  13, 14,  13, 16,  14, 15,  15, 17,  16, 19,  17, 18,
+]
+
+let dodecahedron: Primitive
+export function Dodecahedron(): Primitive {
+    if (!dodecahedron) dodecahedron = createPrimitive(dodecahedronVertices, dodecahedronIndices)
+    return dodecahedron
+}
+
+const dodecahedronCage = createCage(dodecahedronVertices, dodecahedronEdges)
+export function DodecahedronCage(): Cage {
+    return dodecahedronCage
+}

+ 17 - 3
src/mol-geo/primitive/icosahedron.ts

@@ -5,8 +5,9 @@
  */
 
 import { createPrimitive, Primitive } from './primitive';
+import { Cage, createCage } from './cage';
 
-const t = ( 1 + Math.sqrt( 5 ) ) / 2;
+const t = (1 + Math.sqrt(5)) / 2;
 
 const icosahedronVertices: ReadonlyArray<number> = [
     -1, t, 0,   1, t, 0,  -1, -t, 0,   1, -t, 0,
@@ -21,6 +22,19 @@ const icosahedronIndices: ReadonlyArray<number> = [
     4, 9, 5,   2, 4, 11,   6, 2, 10,   8, 6, 7,   9, 8, 1
 ];
 
-const icosahedron = createPrimitive(icosahedronVertices, icosahedronIndices)
+const icosahedronEdges: ReadonlyArray<number> = [
+    0, 11,  5, 11,  0, 5,   1, 5,  0, 1,  1, 7,  0, 7,   7, 10,  0, 10,  10, 11,
+    5, 9,   4, 11,  2, 10,  6, 7,  1, 8,  3, 9,  4, 9,   3, 4,   2, 4,   2, 3,
+    2, 6,   3, 6,   6, 8,   3, 8,  8, 9,  4, 5,  2, 11,  6, 10,  7, 8,   1, 9
+]
 
-export function Icosahedron(): Primitive { return icosahedron }
+let icosahedron: Primitive
+export function Icosahedron(): Primitive {
+    if (!icosahedron) icosahedron = createPrimitive(icosahedronVertices, icosahedronIndices)
+    return icosahedron
+}
+
+const icosahedronCage = createCage(icosahedronVertices, icosahedronEdges)
+export function IcosahedronCage(): Cage {
+    return icosahedronCage
+}

+ 26 - 6
src/mol-geo/primitive/octahedron.ts

@@ -1,20 +1,23 @@
 /**
- * Copyright (c) 2018 mol* contributors, licensed under MIT, See LICENSE file for more info.
+ * Copyright (c) 2018-2019 mol* contributors, licensed under MIT, See LICENSE file for more info.
  *
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
  */
 
 import { createPrimitive, Primitive } from './primitive';
+import { createCage, Cage } from './cage';
 
 export const octahedronVertices: ReadonlyArray<number> = [
     0.5, 0, 0,   -0.5, 0, 0,    0, 0.5, 0,
-    0, -0.5, 0,     0, 0, 0.5,  0, 0, -0.5
+    0, -0.5, 0,   0, 0, 0.5,    0, 0, -0.5
 ];
+
 export const octahedronIndices: ReadonlyArray<number> = [
     0, 2, 4,  0, 4, 3,  0, 3, 5,
     0, 5, 2,  1, 2, 5,  1, 5, 3,
     1, 3, 4,  1, 4, 2
 ];
+
 export const perforatedOctahedronIndices: ReadonlyArray<number> = [
     0, 2, 4,   0, 4, 3,
     // 0, 3, 5,   0, 5, 2,
@@ -22,8 +25,25 @@ export const perforatedOctahedronIndices: ReadonlyArray<number> = [
     // 1, 3, 4,   1, 4, 2
 ];
 
-const octahedron = createPrimitive(octahedronVertices, octahedronIndices)
-const perforatedOctahedron = createPrimitive(octahedronVertices, perforatedOctahedronIndices)
+const octahedronEdges: ReadonlyArray<number> = [
+    0, 2,  1, 3,  2, 1,  3, 0,
+    0, 4,  1, 4,  2, 4,  3, 4,
+    0, 5,  1, 5,  2, 5,  3, 5,
+]
+
+let octahedron: Primitive
+export function Octahedron(): Primitive {
+    if (!octahedron) octahedron = createPrimitive(octahedronVertices, octahedronIndices)
+    return octahedron
+}
+
+let perforatedOctahedron: Primitive
+export function PerforatedOctahedron(): Primitive {
+    if (!perforatedOctahedron) perforatedOctahedron = createPrimitive(octahedronVertices, perforatedOctahedronIndices)
+    return perforatedOctahedron
+}
 
-export function Octahedron(): Primitive { return octahedron }
-export function PerforatedOctahedron(): Primitive { return perforatedOctahedron }
+const octahedronCage = createCage(octahedronVertices, octahedronEdges)
+export function OctahedronCage(): Cage {
+    return octahedronCage
+}

+ 10 - 0
src/mol-geo/primitive/plane.ts

@@ -1,4 +1,5 @@
 import { Primitive } from './primitive';
+import { Cage } from './cage';
 
 /**
  * Copyright (c) 2018 mol* contributors, licensed under MIT, See LICENSE file for more info.
@@ -25,6 +26,15 @@ const plane: Primitive = {
     ])
 }
 
+const planeCage: Cage = {
+    vertices: plane.vertices,
+    edges: new Uint32Array([ 0, 1,  2, 3,  3, 1,  2, 0 ])
+}
+
 export function Plane(): Primitive {
     return plane
+}
+
+export function PlaneCage(): Cage {
+    return planeCage
 }

+ 8 - 7
src/mol-geo/primitive/polygon.ts

@@ -1,23 +1,24 @@
 /**
- * Copyright (c) 2018 mol* contributors, licensed under MIT, See LICENSE file for more info.
+ * Copyright (c) 2018-2019 mol* contributors, licensed under MIT, See LICENSE file for more info.
  *
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
  */
 
 /**
- * Create points for a polygon:
+ * Create 3d points for a polygon:
  * 3 for a triangle, 4 for a rectangle, 5 for a pentagon, 6 for a hexagon...
  */
 export function polygon(sideCount: number, shift: boolean) {
-    const points = new Float32Array(sideCount * 2)
+    const points = new Float32Array(sideCount * 3)
     const radius = sideCount <= 4 ? Math.sqrt(2) / 2 : 0.6
 
     const offset = shift ? 1 : 0
 
-    for (let i = 0, il = 2 * sideCount; i < il; i += 2) {
-        const c = (i + offset) / sideCount * Math.PI
-        points[i] = Math.cos(c) * radius
-        points[i + 1] = Math.sin(c) * radius
+    for (let i = 0, il = sideCount; i < il; ++i) {
+        const c = (i * 2 + offset) / sideCount * Math.PI
+        points[i * 3] = Math.cos(c) * radius
+        points[i * 3 + 1] = Math.sin(c) * radius
+        points[i * 3 + 2] = 0
     }
     return points
 }

+ 67 - 12
src/mol-geo/primitive/prism.ts

@@ -1,5 +1,5 @@
 /**
- * Copyright (c) 2018 mol* contributors, licensed under MIT, See LICENSE file for more info.
+ * Copyright (c) 2018-2019 mol* contributors, licensed under MIT, See LICENSE file for more info.
  *
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
  */
@@ -7,16 +7,17 @@
 import { Vec3 } from 'mol-math/linear-algebra'
 import { Primitive, PrimitiveBuilder } from './primitive';
 import { polygon } from './polygon'
+import { Cage } from './cage';
 
 const on = Vec3.create(0, 0, -0.5), op = Vec3.create(0, 0, 0.5)
 const a = Vec3.zero(), b = Vec3.zero(), c = Vec3.zero(), d = Vec3.zero()
 
 /**
- * Create a prism with a poligonal base of 5 or more points
+ * Create a prism with a base of 4 or more points
  */
 export function Prism(points: ArrayLike<number>): Primitive {
-    const sideCount = points.length / 2
-    if (sideCount < 4) throw new Error('need at least 5 points to build a prism')
+    const sideCount = points.length / 3
+    if (sideCount < 4) throw new Error('need at least 4 points to build a prism')
 
     const count = 4 * sideCount
     const builder = PrimitiveBuilder(count)
@@ -24,10 +25,10 @@ export function Prism(points: ArrayLike<number>): Primitive {
     // create sides
     for (let i = 0; i < sideCount; ++i) {
         const ni = (i + 1) % sideCount
-        Vec3.set(a, points[i * 2], points[i * 2 + 1], -0.5)
-        Vec3.set(b, points[ni * 2], points[ni * 2 + 1], -0.5)
-        Vec3.set(c, points[ni * 2], points[ni * 2 + 1], 0.5)
-        Vec3.set(d, points[i * 2], points[i * 2 + 1], 0.5)
+        Vec3.set(a, points[i * 3], points[i * 3 + 1], -0.5)
+        Vec3.set(b, points[ni * 3], points[ni * 3 + 1], -0.5)
+        Vec3.set(c, points[ni * 3], points[ni * 3 + 1], 0.5)
+        Vec3.set(d, points[i * 3], points[i * 3 + 1], 0.5)
         builder.add(a, b, c)
         builder.add(c, d, a)
     }
@@ -35,11 +36,11 @@ export function Prism(points: ArrayLike<number>): Primitive {
     // create bases
     for (let i = 0; i < sideCount; ++i) {
         const ni = (i + 1) % sideCount
-        Vec3.set(a, points[i * 2], points[i * 2 + 1], -0.5)
-        Vec3.set(b, points[ni * 2], points[ni * 2 + 1], -0.5)
+        Vec3.set(a, points[i * 3], points[i * 3 + 1], -0.5)
+        Vec3.set(b, points[ni * 3], points[ni * 3 + 1], -0.5)
         builder.add(on, b, a)
-        Vec3.set(a, points[i * 2], points[i * 2 + 1], 0.5)
-        Vec3.set(b, points[ni * 2], points[ni * 2 + 1], 0.5)
+        Vec3.set(a, points[i * 3], points[i * 3 + 1], 0.5)
+        Vec3.set(b, points[ni * 3], points[ni * 3 + 1], 0.5)
         builder.add(a, b, op)
     }
 
@@ -62,4 +63,58 @@ let hexagonalPrism: Primitive
 export function HexagonalPrism() {
     if (!hexagonalPrism) hexagonalPrism = Prism(polygon(6, true))
     return hexagonalPrism
+}
+
+//
+
+/**
+ * Create a prism cage
+ */
+export function PrismCage(points: ArrayLike<number>): Cage {
+    const sideCount = points.length / 3
+
+    // const count = 4 * sideCount
+    const vertices: number[] = []
+    const edges: number[] = []
+
+    let offset = 0
+
+    // vertices and side edges
+    for (let i = 0; i < sideCount; ++i) {
+        vertices.push(
+            points[i * 3], points[i * 3 + 1], -0.5,
+            points[i * 3], points[i * 3 + 1], 0.5
+        )
+        edges.push(offset, offset + 1)
+        offset += 2
+    }
+
+    // bases edges
+    for (let i = 0; i < sideCount; ++i) {
+        const ni = (i + 1) % sideCount
+        edges.push(
+            i * 2, ni * 2,
+            i * 2 + 1, ni * 2 + 1
+        )
+    }
+
+    return { vertices, edges }
+}
+
+let diamondCage: Cage
+export function DiamondPrismCage() {
+    if (!diamondCage) diamondCage = PrismCage(polygon(4, false))
+    return diamondCage
+}
+
+let pentagonalPrismCage: Cage
+export function PentagonalPrismCage() {
+    if (!pentagonalPrismCage) pentagonalPrismCage = PrismCage(polygon(5, false))
+    return pentagonalPrismCage
+}
+
+let hexagonalPrismCage: Cage
+export function HexagonalPrismCage() {
+    if (!hexagonalPrismCage) hexagonalPrismCage = PrismCage(polygon(6, true))
+    return hexagonalPrismCage
 }

+ 52 - 16
src/mol-geo/primitive/pyramid.ts

@@ -1,5 +1,5 @@
 /**
- * Copyright (c) 2018 mol* contributors, licensed under MIT, See LICENSE file for more info.
+ * Copyright (c) 2018-2019 mol* contributors, licensed under MIT, See LICENSE file for more info.
  *
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
  */
@@ -7,15 +7,16 @@
 import { Vec3 } from 'mol-math/linear-algebra'
 import { Primitive, PrimitiveBuilder, createPrimitive } from './primitive';
 import { polygon } from './polygon'
+import { Cage } from './cage';
 
 const on = Vec3.create(0, 0, -0.5), op = Vec3.create(0, 0, 0.5)
 const a = Vec3.zero(), b = Vec3.zero(), c = Vec3.zero(), d = Vec3.zero()
 
 /**
- * Create a pyramid with a poligonal base
+ * Create a pyramid with a polygonal base
  */
 export function Pyramid(points: ArrayLike<number>): Primitive {
-    const sideCount = points.length / 2
+    const sideCount = points.length / 3
     const baseCount = sideCount === 3 ? 1 : sideCount === 4 ? 2 : sideCount
     const count = 2 * baseCount + 2 * sideCount
     const builder = PrimitiveBuilder(count)
@@ -23,29 +24,29 @@ export function Pyramid(points: ArrayLike<number>): Primitive {
     // create sides
     for (let i = 0; i < sideCount; ++i) {
         const ni = (i + 1) % sideCount
-        Vec3.set(a, points[i * 2], points[i * 2 + 1], -0.5)
-        Vec3.set(b, points[ni * 2], points[ni * 2 + 1], -0.5)
+        Vec3.set(a, points[i * 3], points[i * 3 + 1], -0.5)
+        Vec3.set(b, points[ni * 3], points[ni * 3 + 1], -0.5)
         builder.add(a, b, op)
     }
 
     // create base
     if (sideCount === 3) {
         Vec3.set(a, points[0], points[1], -0.5)
-        Vec3.set(b, points[2], points[3], -0.5)
-        Vec3.set(c, points[4], points[5], -0.5)
+        Vec3.set(b, points[3], points[4], -0.5)
+        Vec3.set(c, points[6], points[7], -0.5)
         builder.add(c, b, a)
     } else if (sideCount === 4) {
         Vec3.set(a, points[0], points[1], -0.5)
-        Vec3.set(b, points[2], points[3], -0.5)
-        Vec3.set(c, points[4], points[5], -0.5)
-        Vec3.set(d, points[6], points[7], -0.5)
+        Vec3.set(b, points[3], points[4], -0.5)
+        Vec3.set(c, points[6], points[7], -0.5)
+        Vec3.set(d, points[9], points[10], -0.5)
         builder.add(c, b, a)
         builder.add(a, d, c)
     } else {
         for (let i = 0; i < sideCount; ++i) {
             const ni = (i + 1) % sideCount
-            Vec3.set(a, points[i * 2], points[i * 2 + 1], -0.5)
-            Vec3.set(b, points[ni * 2], points[ni * 2 + 1], -0.5)
+            Vec3.set(a, points[i * 3], points[i * 3 + 1], -0.5)
+            Vec3.set(b, points[ni * 3], points[ni * 3 + 1], -0.5)
             builder.add(on, b, a)
         }
     }
@@ -59,16 +60,14 @@ export function OctagonalPyramid() {
     return octagonalPyramid
 }
 
-//
-
 let perforatedOctagonalPyramid: Primitive
 export function PerforatedOctagonalPyramid() {
     if (!perforatedOctagonalPyramid) {
         const points = polygon(8, true)
         const vertices = new Float32Array(8 * 3 + 6)
         for (let i = 0; i < 8; ++i) {
-            vertices[i * 3] = points[i * 2]
-            vertices[i * 3 + 1] = points[i * 2 + 1]
+            vertices[i * 3] = points[i * 3]
+            vertices[i * 3 + 1] = points[i * 3 + 1]
             vertices[i * 3 + 2] = -0.5
         }
         vertices[8 * 3] = 0
@@ -84,4 +83,41 @@ export function PerforatedOctagonalPyramid() {
         perforatedOctagonalPyramid = createPrimitive(vertices, indices)
     }
     return perforatedOctagonalPyramid
+}
+
+//
+
+/**
+ * Create a prism cage
+ */
+export function PyramidCage(points: ArrayLike<number>): Cage {
+    const sideCount = points.length / 3
+
+    // const count = 4 * sideCount
+    const vertices: number[] = []
+    const edges: number[] = []
+
+    let offset = 1
+    vertices.push(op[0], op[1], op[2])
+
+    // vertices and side edges
+    for (let i = 0; i < sideCount; ++i) {
+        vertices.push(points[i * 3], points[i * 3 + 1], -0.5)
+        edges.push(0, offset)
+        offset += 1
+    }
+
+    // bases edges
+    for (let i = 0; i < sideCount; ++i) {
+        const ni = (i + 1) % sideCount
+        edges.push(i + 1, ni + 1)
+    }
+
+    return { vertices, edges }
+}
+
+let octagonalPyramidCage: Cage
+export function OctagonalPyramidCage() {
+    if (!octagonalPyramidCage) octagonalPyramidCage = PyramidCage(polygon(8, true))
+    return octagonalPyramidCage
 }

+ 62 - 0
src/mol-geo/primitive/spiked-ball.ts

@@ -0,0 +1,62 @@
+/**
+ * Copyright (c) 2019 mol* contributors, licensed under MIT, See LICENSE file for more info.
+ *
+ * @author Alexander Rose <alexander.rose@weirdbyte.de>
+ */
+
+import { createPrimitive, Primitive } from './primitive';
+import { dodecahedronVertices, dodecahedronFaces } from './dodecahedron';
+import { Vec3 } from 'mol-math/linear-algebra';
+
+function calcCenter(out: Vec3, ...vec3s: Vec3[]) {
+    Vec3.set(out, 0, 0, 0)
+    for (let i = 0, il = vec3s.length; i < il; ++i) {
+        Vec3.add(out, out, vec3s[i])
+    }
+    Vec3.scale(out, out, 1 / vec3s.length)
+    return out
+}
+
+const center = Vec3.zero()
+const dir = Vec3.zero()
+const tip = Vec3.zero()
+
+const vecA = Vec3.zero()
+const vecB = Vec3.zero()
+const vecC = Vec3.zero()
+const vecD = Vec3.zero()
+const vecE = Vec3.zero()
+
+/**
+ * Create a spiked ball derived from a dodecahedron
+ * @param radiusRatio ratio between inner radius (dodecahedron) and outher radius (spikes)
+ */
+export function SpikedBall(radiusRatio = 1): Primitive {
+    const vertices = dodecahedronVertices.slice(0)
+    const indices: number[] = []
+
+    let offset = vertices.length / 3
+
+    for (let i = 0, il = dodecahedronFaces.length; i < il; i += 5) {
+        Vec3.fromArray(vecA, dodecahedronVertices, dodecahedronFaces[i] * 3)
+        Vec3.fromArray(vecB, dodecahedronVertices, dodecahedronFaces[i + 1] * 3)
+        Vec3.fromArray(vecC, dodecahedronVertices, dodecahedronFaces[i + 2] * 3)
+        Vec3.fromArray(vecD, dodecahedronVertices, dodecahedronFaces[i + 3] * 3)
+        Vec3.fromArray(vecE, dodecahedronVertices, dodecahedronFaces[i + 4] * 3)
+
+        calcCenter(center, vecA, vecB, vecC, vecD, vecE)
+        Vec3.triangleNormal(dir, vecA, vecB, vecC)
+        Vec3.scaleAndAdd(tip, center, dir, radiusRatio)
+
+        Vec3.toArray(tip, vertices, offset * 3)
+        indices.push(offset, dodecahedronFaces[i], dodecahedronFaces[i + 1])
+        indices.push(offset, dodecahedronFaces[i + 1], dodecahedronFaces[i + 2])
+        indices.push(offset, dodecahedronFaces[i + 2], dodecahedronFaces[i + 3])
+        indices.push(offset, dodecahedronFaces[i + 3], dodecahedronFaces[i + 4])
+        indices.push(offset, dodecahedronFaces[i + 4], dodecahedronFaces[i])
+
+        offset += 1
+    }
+
+    return createPrimitive(vertices, indices)
+}

+ 36 - 0
src/mol-geo/primitive/tetrahedron.ts

@@ -0,0 +1,36 @@
+/**
+ * Copyright (c) 2019 mol* contributors, licensed under MIT, See LICENSE file for more info.
+ *
+ * @author Alexander Rose <alexander.rose@weirdbyte.de>
+ */
+
+import { createPrimitive, Primitive } from './primitive';
+import { createCage, Cage } from './cage';
+
+export const tetrahedronVertices: ReadonlyArray<number> = [
+    0.7071, 0, 0,  -0.3535, 0.6123, 0,  -0.3535, -0.6123, 0,
+    0, 0, 0.7071,  0, 0, -0.7071
+
+];
+
+export const tetrahedronIndices: ReadonlyArray<number> = [
+    4, 1, 0,  4, 2, 1,  4, 0, 2,
+    0, 1, 3,  1, 2, 3,  2, 0, 3,
+];
+
+const tetrahedronEdges: ReadonlyArray<number> = [
+    0, 1,  1, 2,  2, 0,
+    0, 3,  1, 3,  2, 3,
+    0, 4,  1, 4,  2, 4,
+]
+
+let tetrahedron: Primitive
+export function Tetrahedron(): Primitive {
+    if (!tetrahedron) tetrahedron = createPrimitive(tetrahedronVertices, tetrahedronIndices)
+    return tetrahedron
+}
+
+const tetrahedronCage = createCage(tetrahedronVertices, tetrahedronEdges)
+export function TetrahedronCage(): Cage {
+    return tetrahedronCage
+}

+ 18 - 10
src/mol-geo/primitive/wedge.ts

@@ -1,5 +1,5 @@
 /**
- * Copyright (c) 2018 mol* contributors, licensed under MIT, See LICENSE file for more info.
+ * Copyright (c) 2018-2019 mol* contributors, licensed under MIT, See LICENSE file for more info.
  *
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
  */
@@ -7,12 +7,14 @@
 import { Vec3 } from 'mol-math/linear-algebra'
 import { Primitive, PrimitiveBuilder } from './primitive';
 import { polygon } from './polygon'
+import { PrismCage } from './prism';
+import { Cage } from './cage';
 
 const a = Vec3.zero(), b = Vec3.zero(), c = Vec3.zero(), d = Vec3.zero()
 const points = polygon(3, false)
 
 /**
- * Create a prism with a poligonal base
+ * Create a prism with a triangular base
  */
 export function createWedge(): Primitive {
     const builder = PrimitiveBuilder(8)
@@ -20,22 +22,22 @@ export function createWedge(): Primitive {
     // create sides
     for (let i = 0; i < 3; ++i) {
         const ni = (i + 1) % 3
-        Vec3.set(a, points[i * 2], points[i * 2 + 1], -0.5)
-        Vec3.set(b, points[ni * 2], points[ni * 2 + 1], -0.5)
-        Vec3.set(c, points[ni * 2], points[ni * 2 + 1], 0.5)
-        Vec3.set(d, points[i * 2], points[i * 2 + 1], 0.5)
+        Vec3.set(a, points[i * 3], points[i * 3 + 1], -0.5)
+        Vec3.set(b, points[ni * 3], points[ni * 3 + 1], -0.5)
+        Vec3.set(c, points[ni * 3], points[ni * 3 + 1], 0.5)
+        Vec3.set(d, points[i * 3], points[i * 3 + 1], 0.5)
         builder.add(a, b, c)
         builder.add(c, d, a)
     }
 
     // create bases
     Vec3.set(a, points[0], points[1], -0.5)
-    Vec3.set(b, points[2], points[3], -0.5)
-    Vec3.set(c, points[4], points[5], -0.5)
+    Vec3.set(b, points[3], points[4], -0.5)
+    Vec3.set(c, points[6], points[7], -0.5)
     builder.add(c, b, a)
     Vec3.set(a, points[0], points[1], 0.5)
-    Vec3.set(b, points[2], points[3], 0.5)
-    Vec3.set(c, points[4], points[5], 0.5)
+    Vec3.set(b, points[3], points[4], 0.5)
+    Vec3.set(c, points[6], points[7], 0.5)
     builder.add(a, b, c)
 
     return builder.getPrimitive()
@@ -45,4 +47,10 @@ let wedge: Primitive
 export function Wedge() {
     if (!wedge) wedge = createWedge()
     return wedge
+}
+
+let wedgeCage: Cage
+export function WedgeCage() {
+    if (!wedgeCage) wedgeCage = PrismCage(points)
+    return wedgeCage
 }

+ 3 - 0
src/mol-repr/structure/representation/cartoon.ts

@@ -14,11 +14,13 @@ import { Representation, RepresentationParamsGetter, RepresentationContext } fro
 import { PolymerDirectionVisual, PolymerDirectionParams } from '../visual/polymer-direction-wedge';
 import { Structure, Unit } from 'mol-model/structure';
 import { ThemeRegistryContext } from 'mol-theme/theme';
+import { NucleotideRingParams, NucleotideRingVisual } from '../visual/nucleotide-ring-mesh';
 
 const CartoonVisuals = {
     'polymer-trace': (ctx: RepresentationContext, getParams: RepresentationParamsGetter<Structure, PolymerTraceParams>) => UnitsRepresentation('Polymer trace mesh', ctx, getParams, PolymerTraceVisual),
     'polymer-gap': (ctx: RepresentationContext, getParams: RepresentationParamsGetter<Structure, PolymerGapParams>) => UnitsRepresentation('Polymer gap cylinder', ctx, getParams, PolymerGapVisual),
     'nucleotide-block': (ctx: RepresentationContext, getParams: RepresentationParamsGetter<Structure, NucleotideBlockParams>) => UnitsRepresentation('Nucleotide block mesh', ctx, getParams, NucleotideBlockVisual),
+    'nucleotide-ring': (ctx: RepresentationContext, getParams: RepresentationParamsGetter<Structure, NucleotideRingParams>) => UnitsRepresentation('Nucleotide ring mesh', ctx, getParams, NucleotideRingVisual),
     'direction-wedge': (ctx: RepresentationContext, getParams: RepresentationParamsGetter<Structure, PolymerDirectionParams>) => UnitsRepresentation('Polymer direction wedge', ctx, getParams, PolymerDirectionVisual)
 }
 type CartoonVisualName = keyof typeof CartoonVisuals
@@ -28,6 +30,7 @@ export const CartoonParams = {
     ...PolymerTraceParams,
     ...PolymerGapParams,
     ...NucleotideBlockParams,
+    ...NucleotideRingParams,
     ...PolymerDirectionParams,
     sizeFactor: PD.Numeric(0.2, { min: 0, max: 10, step: 0.01 }),
     visuals: PD.MultiSelect<CartoonVisualName>(['polymer-trace', 'polymer-gap', 'nucleotide-block'], CartoonVisualOptions),

+ 192 - 0
src/mol-repr/structure/visual/nucleotide-ring-mesh.ts

@@ -0,0 +1,192 @@
+/**
+ * Copyright (c) 2019 mol* contributors, licensed under MIT, See LICENSE file for more info.
+ *
+ * @author Alexander Rose <alexander.rose@weirdbyte.de>
+ */
+
+import { Unit, Structure, ElementIndex } from 'mol-model/structure';
+import { UnitsVisual } from '../representation';
+import { Vec3 } from 'mol-math/linear-algebra';
+import { Segmentation } from 'mol-data/int';
+import { isNucleic, isPurinBase, isPyrimidineBase } from 'mol-model/structure/model/types';
+import { UnitsMeshVisual, UnitsMeshParams } from '../units-visual';
+import { NucleotideLocationIterator, eachNucleotideElement, getNucleotideElementLoci } from './util/nucleotide';
+import { ParamDefinition as PD } from 'mol-util/param-definition';
+import { Mesh } from 'mol-geo/geometry/mesh/mesh';
+import { MeshBuilder } from 'mol-geo/geometry/mesh/mesh-builder';
+import { addCylinder } from 'mol-geo/geometry/mesh/builder/cylinder';
+import { VisualContext } from 'mol-repr/visual';
+import { Theme } from 'mol-theme/theme';
+import { VisualUpdateState } from 'mol-repr/util';
+import { CylinderProps } from 'mol-geo/primitive/cylinder';
+import { NumberArray } from 'mol-util/type-helpers';
+import { addSphere } from 'mol-geo/geometry/mesh/builder/sphere';
+
+const pTrace = Vec3.zero()
+const pN1 = Vec3.zero()
+const pC2 = Vec3.zero()
+const pN3 = Vec3.zero()
+const pC4 = Vec3.zero()
+const pC5 = Vec3.zero()
+const pC6 = Vec3.zero()
+const pN7 = Vec3.zero()
+const pC8 = Vec3.zero()
+const pN9 = Vec3.zero()
+const normal = Vec3.zero()
+
+export const NucleotideRingMeshParams = {
+    sizeFactor: PD.Numeric(0.2, { min: 0, max: 10, step: 0.01 }),
+    radialSegments: PD.Numeric(16, { min: 3, max: 56, step: 1 }),
+    detail: PD.Numeric(0, { min: 0, max: 3, step: 1 }),
+}
+export const DefaultNucleotideRingMeshProps = PD.getDefaultValues(NucleotideRingMeshParams)
+export type NucleotideRingProps = typeof DefaultNucleotideRingMeshProps
+
+const positionsRing5_6 = new Float32Array(2 * 9 * 3)
+const stripIndicesRing5_6 = new Uint32Array([0, 1, 2, 3, 4, 5, 6, 7, 16, 17, 14, 15, 12, 13, 8, 9, 10, 11, 0, 1])
+const fanIndicesTopRing5_6 = new Uint32Array([8, 12, 14, 16, 6, 4, 2, 0, 10])
+const fanIndicesBottomRing5_6 = new Uint32Array([9, 11, 1, 3, 5, 7, 17, 15, 13])
+
+const positionsRing6 = new Float32Array(2 * 6 * 3)
+const stripIndicesRing6 = new Uint32Array([0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 0, 1])
+const fanIndicesTopRing6 = new Uint32Array([0, 10, 8, 6, 4, 2])
+const fanIndicesBottomRing6 = new Uint32Array([1, 3, 5, 7, 9, 11])
+
+const tmpShiftV = Vec3.zero()
+function shiftPositions(out: NumberArray, dir: Vec3, ...positions: Vec3[]) {
+    for (let i = 0, il = positions.length; i < il; ++i) {
+        const v = positions[i]
+        Vec3.toArray(Vec3.add(tmpShiftV, v, dir), out, (i * 2) * 3)
+        Vec3.toArray(Vec3.sub(tmpShiftV, v, dir), out, (i * 2 + 1) * 3)
+    }
+}
+
+function createNucleotideRingMesh(ctx: VisualContext, unit: Unit, structure: Structure, theme: Theme, props: NucleotideRingProps, mesh?: Mesh) {
+    if (!Unit.isAtomic(unit)) return Mesh.createEmpty(mesh)
+
+    const nucleotideElementCount = unit.nucleotideElements.length
+    if (!nucleotideElementCount) return Mesh.createEmpty(mesh)
+
+    const { sizeFactor, radialSegments, detail } = props
+
+    const vertexCount = nucleotideElementCount * (26 + radialSegments * 2)
+    const builderState = MeshBuilder.createState(vertexCount, vertexCount / 4, mesh)
+
+    const { elements, model } = unit
+    const { modifiedResidues } = model.properties
+    const { chainAtomSegments, residueAtomSegments, residues, index: atomicIndex } = model.atomicHierarchy
+    const { moleculeType, traceElementIndex } = model.atomicHierarchy.derived.residue
+    const { label_comp_id } = residues
+    const pos = unit.conformation.invariantPosition
+
+    const chainIt = Segmentation.transientSegments(chainAtomSegments, elements)
+    const residueIt = Segmentation.transientSegments(residueAtomSegments, elements)
+
+    const radius = 1 * sizeFactor
+    const halfThickness = 1.25 * sizeFactor
+    const cylinderProps: CylinderProps = { radiusTop: 1 * sizeFactor, radiusBottom: 1 * sizeFactor, radialSegments }
+
+    let i = 0
+    while (chainIt.hasNext) {
+        residueIt.setSegment(chainIt.move());
+
+        while (residueIt.hasNext) {
+            const { index: residueIndex } = residueIt.move();
+
+            if (isNucleic(moleculeType[residueIndex])) {
+                let compId = label_comp_id.value(residueIndex)
+                const parentId = modifiedResidues.parentId.get(compId)
+                if (parentId !== undefined) compId = parentId
+
+                let idxTrace: ElementIndex | -1 = -1, idxN1: ElementIndex | -1 = -1, idxC2: ElementIndex | -1 = -1, idxN3: ElementIndex | -1 = -1, idxC4: ElementIndex | -1 = -1, idxC5: ElementIndex | -1 = -1, idxC6: ElementIndex | -1 = -1, idxN7: ElementIndex | -1 = -1, idxC8: ElementIndex | -1 = -1, idxN9: ElementIndex | -1 = -1
+
+                builderState.currentGroup = i
+
+                if (isPurinBase(compId)) {
+                    idxTrace = traceElementIndex[residueIndex]
+                    idxN1 = atomicIndex.findAtomOnResidue(residueIndex, 'N1')
+                    idxC2 = atomicIndex.findAtomOnResidue(residueIndex, 'C2')
+                    idxN3 = atomicIndex.findAtomOnResidue(residueIndex, 'N3')
+                    idxC4 = atomicIndex.findAtomOnResidue(residueIndex, 'C4')
+                    idxC5 = atomicIndex.findAtomOnResidue(residueIndex, 'C5')
+                    idxC6 = atomicIndex.findAtomOnResidue(residueIndex, 'C6')
+                    idxN7 = atomicIndex.findAtomOnResidue(residueIndex, 'N7')
+                    idxC8 = atomicIndex.findAtomOnResidue(residueIndex, 'C8')
+                    idxN9 = atomicIndex.findAtomOnResidue(residueIndex, 'N9')
+
+                    if (idxN9 !== -1 && idxTrace !== -1) {
+                        pos(idxN9, pN9); pos(idxTrace, pTrace)
+                        builderState.currentGroup = i
+                        addCylinder(builderState, pN9, pTrace, 1, cylinderProps)
+                        addSphere(builderState, pN9, radius, detail)
+                    }
+
+                    if (idxN1 !== -1 && idxC2 !== -1 && idxN3 !== -1 && idxC4 !== -1 && idxC5 !== -1 && idxC6 !== -1 && idxN7 !== -1 && idxC8 !== -1 && idxN9 !== -1 ) {
+                        pos(idxN1, pN1); pos(idxC2, pC2); pos(idxN3, pN3); pos(idxC4, pC4); pos(idxC5, pC5); pos(idxC6, pC6); pos(idxN7, pN7); pos(idxC8, pC8)
+
+                        Vec3.triangleNormal(normal, pN1, pC4, pC5)
+                        Vec3.scale(normal, normal, halfThickness)
+                        shiftPositions(positionsRing5_6, normal, pN1, pC2, pN3, pC4, pC5, pC6, pN7, pC8, pN9)
+
+                        MeshBuilder.addTriangleStrip(builderState, positionsRing5_6, stripIndicesRing5_6)
+                        MeshBuilder.addTriangleFan(builderState, positionsRing5_6, fanIndicesTopRing5_6)
+                        MeshBuilder.addTriangleFan(builderState, positionsRing5_6, fanIndicesBottomRing5_6)
+                    }
+                } else if (isPyrimidineBase(compId)) {
+                    idxTrace = traceElementIndex[residueIndex]
+                    idxN1 = atomicIndex.findAtomOnResidue(residueIndex, 'N1')
+                    idxC2 = atomicIndex.findAtomOnResidue(residueIndex, 'C2')
+                    idxN3 = atomicIndex.findAtomOnResidue(residueIndex, 'N3')
+                    idxC4 = atomicIndex.findAtomOnResidue(residueIndex, 'C4')
+                    idxC5 = atomicIndex.findAtomOnResidue(residueIndex, 'C5')
+                    idxC6 = atomicIndex.findAtomOnResidue(residueIndex, 'C6')
+
+                    if (idxN1 !== -1 && idxTrace !== -1) {
+                        pos(idxN1, pN1); pos(idxTrace, pTrace)
+                        builderState.currentGroup = i
+                        addCylinder(builderState, pN1, pTrace, 1, cylinderProps)
+                        addSphere(builderState, pN1, radius, detail)
+                    }
+
+                    if (idxN1 !== -1 && idxC2 !== -1 && idxN3 !== -1 && idxC4 !== -1 && idxC5 !== -1 && idxC6 !== -1) {
+                        pos(idxC2, pC2); pos(idxN3, pN3); pos(idxC4, pC4); pos(idxC5, pC5); pos(idxC6, pC6);
+
+                        Vec3.triangleNormal(normal, pN1, pC4, pC5)
+                        Vec3.scale(normal, normal, halfThickness)
+                        shiftPositions(positionsRing6, normal, pN1, pC2, pN3, pC4, pC5, pC6)
+
+                        MeshBuilder.addTriangleStrip(builderState, positionsRing6, stripIndicesRing6)
+                        MeshBuilder.addTriangleFan(builderState, positionsRing6, fanIndicesTopRing6)
+                        MeshBuilder.addTriangleFan(builderState, positionsRing6, fanIndicesBottomRing6)
+                    }
+                }
+
+                ++i
+            }
+        }
+    }
+
+    return MeshBuilder.getMesh(builderState)
+}
+
+export const NucleotideRingParams = {
+    ...UnitsMeshParams,
+    ...NucleotideRingMeshParams
+}
+export type NucleotideRingParams = typeof NucleotideRingParams
+
+export function NucleotideRingVisual(): UnitsVisual<NucleotideRingParams> {
+    return UnitsMeshVisual<NucleotideRingParams>({
+        defaultProps: PD.getDefaultValues(NucleotideRingParams),
+        createGeometry: createNucleotideRingMesh,
+        createLocationIterator: NucleotideLocationIterator.fromGroup,
+        getLoci: getNucleotideElementLoci,
+        eachLocation: eachNucleotideElement,
+        setUpdateState: (state: VisualUpdateState, newProps: PD.Values<NucleotideRingParams>, currentProps: PD.Values<NucleotideRingParams>) => {
+            state.createGeometry = (
+                newProps.sizeFactor !== currentProps.sizeFactor ||
+                newProps.radialSegments !== currentProps.radialSegments
+            )
+        }
+    })
+}

+ 44 - 0
src/tests/browser/render-lines.ts

@@ -0,0 +1,44 @@
+/**
+ * Copyright (c) 2019 mol* contributors, licensed under MIT, See LICENSE file for more info.
+ *
+ * @author Alexander Rose <alexander.rose@weirdbyte.de>
+ */
+
+import './index.html'
+import { Canvas3D } from 'mol-canvas3d/canvas3d';
+import { Mat4 } from 'mol-math/linear-algebra';
+import { Representation } from 'mol-repr/representation';
+import { Color } from 'mol-util/color';
+import { createRenderObject } from 'mol-gl/render-object';
+import { Lines } from 'mol-geo/geometry/lines/lines';
+import { LinesBuilder } from 'mol-geo/geometry/lines/lines-builder';
+import { DodecahedronCage } from 'mol-geo/primitive/dodecahedron';
+
+const parent = document.getElementById('app')!
+parent.style.width = '100%'
+parent.style.height = '100%'
+
+const canvas = document.createElement('canvas')
+canvas.style.width = '100%'
+canvas.style.height = '100%'
+parent.appendChild(canvas)
+
+const canvas3d = Canvas3D.create(canvas, parent)
+canvas3d.animate()
+
+function linesRepr() {
+    const linesBuilder = LinesBuilder.create()
+    const t = Mat4.identity()
+    const dodecahedronCage = DodecahedronCage()
+    linesBuilder.addCage(t, dodecahedronCage, 0)
+    const lines = linesBuilder.getLines()
+
+    const values = Lines.Utils.createValuesSimple(lines, {}, Color(0xFF0000), 3)
+    const state = Lines.Utils.createRenderableState({})
+    const renderObject = createRenderObject('lines', values, state)
+    const repr = Representation.fromRenderObject('cage-lines', renderObject)
+    return repr
+}
+
+canvas3d.add(linesRepr())
+canvas3d.resetCamera()

+ 10 - 4
src/tests/browser/render-mesh.ts

@@ -7,12 +7,13 @@
 import './index.html'
 import { Canvas3D } from 'mol-canvas3d/canvas3d';
 import { MeshBuilder } from 'mol-geo/geometry/mesh/mesh-builder';
-import { Sphere } from 'mol-geo/primitive/sphere';
 import { Mat4 } from 'mol-math/linear-algebra';
 import { Mesh } from 'mol-geo/geometry/mesh/mesh';
 import { Representation } from 'mol-repr/representation';
 import { Color } from 'mol-util/color';
 import { createRenderObject } from 'mol-gl/render-object';
+import { SpikedBall } from 'mol-geo/primitive/spiked-ball';
+import { HexagonalPrismCage } from 'mol-geo/primitive/prism';
 
 const parent = document.getElementById('app')!
 parent.style.width = '100%'
@@ -28,15 +29,20 @@ canvas3d.animate()
 
 function meshRepr() {
     const builderState = MeshBuilder.createState()
+    
     const t = Mat4.identity()
-    const sphere = Sphere(2)
-    MeshBuilder.addPrimitive(builderState, t, sphere)
+    MeshBuilder.addCage(builderState, t, HexagonalPrismCage(), 0.005, 2)
+
+    const t2 = Mat4.identity()
+    Mat4.scaleUniformly(t2, t2, 0.1)
+    MeshBuilder.addPrimitive(builderState, t2, SpikedBall(3))
+
     const mesh = MeshBuilder.getMesh(builderState)
 
     const values = Mesh.Utils.createValuesSimple(mesh, {}, Color(0xFF0000), 1)
     const state = Mesh.Utils.createRenderableState({})
     const renderObject = createRenderObject('mesh', values, state)
-    const repr = Representation.fromRenderObject('sphere-mesh', renderObject)
+    const repr = Representation.fromRenderObject('mesh', renderObject)
     return repr
 }
 

+ 1 - 0
webpack.config.js

@@ -102,6 +102,7 @@ module.exports = [
     createApp('model-server-query'),
 
     createBrowserTest('font-atlas'),
+    createBrowserTest('render-lines'),
     createBrowserTest('render-mesh'),
     createBrowserTest('render-shape'),
     createBrowserTest('render-spheres'),