### HTML Encoding and Default Values⤴

```
<SolidOfRevolution
angle='2*Math.PI'
caps='true'
ccw='true'
creaseAngle='0'
crossSection='[]'
lit='true'
metadata='X3DMetadataObject'
solid='true'
subdivision='32'
useGeoCache='true'
></SolidOfRevolution>
```

### Fields⤴

These are the X3D / X3DOM fields of this node. Values should usually be received / set as strings via
DOM functions (i.e., using

`setAttribute("myFieldName", "myFieldValue")`

and
`getAttribute("myFieldName")`

).
Name | Type | Default Value | Range | Inheritance | Standard | Description |
---|---|---|---|---|---|---|

angle | SFFloat | PI | [0, inf] | The subtended angle through which the 2D loop is swept around the x axis. | ||

caps | SFBool | true | Specifies whether the caps exist. | |||

ccw | SFBool | true | Rendering/X3DGeometryNode | The ccw field defines the ordering of the vertex coordinates of the geometry with respect to user-given or automatically generated normal vectors used in the lighting model equations. | ||

creaseAngle | SFFloat | 0 | [0, inf] | The creaseAngle field affects how default normals are generated. If the angle between the geometric normals of two adjacent faces is less than the crease angle, normals shall be calculated so that the faces are shaded smoothly across the edge; otherwise, normals shall be calculated so that a lighting discontinuity across the edge is produced. Crease angles shall be greater than or equal to 0.0 angle base units. | ||

crossSection | MFVec2f | [] | Defines the cross section that is swept around the axis. The cross section is described as an array of 2D vertices. | |||

lit | SFBool | true | Rendering/X3DGeometryNode | Specifies whether this geometry should be rendered with or without lighting. | ||

metadata | SFNode | X3DMetadataObject | Rendering/X3DGeometryNode | Field to add metadata information | ||

solid | SFBool | true | Rendering/X3DGeometryNode | Specifies whether backface-culling is used. If solid is TRUE only front-faces are drawn. | ||

subdivision | SFFloat | 32 | Specifies the number of steps that are generated to approximate the shape. | |||

useGeoCache | SFBool | true | Rendering/X3DGeometryNode | Most geo primitives use geo cache and others might later on, but one should be able to disable cache per geometry node. |