Revolve (or radially sweep) a profile in the XY plane around the x axis to
form a 3D surface.
sidesnumber — number of sides in the radial sweep
profileTypeParsablePoint[] — XY plane profile to be radially
swept around the x axis
normalsflat | curve | curveProfile | curveRadial — flat normals will make shading (from a light source) across a face of the
object a constant color. curveProfile will gradiate the shading along the
profile. curveRadial will gradiate the shading around the radial sweep.
curve will gradiate the shading both around the radial sweep and along the
profile. Use curve, curveProfile, or curveRadial to make a surface
look more round with fewer number of sides.
axisTypeParsablePoint — orient the shape so its axis is along
this vector
rotationnumber — by default the profile will start in the XY
plane and sweep around the x axis following the right hand rule. Use
rotation to start the sweep at some angle where 0º is in the XY for +y and
90º is in the XZ plane for +z. initial angle of the revolve rotation
positionTypeParsablePoint — offset the final vertices such that
the original (0, 0) point in the profile moves to position (this step
happens after the rotation)
linesboolean — if true then points representing
the edes of the faces will be returned. If false, then points
representing two triangles per face and an
associated normal for each point will be returned.
Options object for revolve.
Revolve (or radially sweep) a profile in the XY plane around the x axis to form a 3D surface.
sidesnumber— number of sides in the radial sweepprofileTypeParsablePoint[] — XY plane profile to be radially swept around the x axisnormalsflat|curve|curveProfile|curveRadial—flatnormals will make shading (from a light source) across a face of the object a constant color.curveProfilewill gradiate the shading along the profile.curveRadialwill gradiate the shading around the radial sweep.curvewill gradiate the shading both around the radial sweep and along the profile. Usecurve,curveProfile, orcurveRadialto make a surface look more round with fewer number of sides.axisTypeParsablePoint — orient the shape so its axis is along this vectorrotationnumber— by default the profile will start in the XY plane and sweep around the x axis following the right hand rule. Userotationto start the sweep at some angle where 0º is in the XY for +y and 90º is in the XZ plane for +z. initial angle of the revolve rotationpositionTypeParsablePoint — offset the final vertices such that the original (0, 0) point in the profile moves to position (this step happens after the rotation)transformTypeParsableTransform — apply a final transform to shapelinesboolean— iftruethen points representing the edes of the faces will be returned. Iffalse, then points representing two triangles per face and an associated normal for each point will be returned.