A revolution sweep uses a 2D curve in the xy plane that rotates about the y-axis with a rotation angle that is always 360 degrees. A revolution sweep is constructed from a revolution curve.
TRevolution3D( const TGCurve* revolutionCurve,
TGrafBundle3D* adoptBundle = NIL );
The following code fragment creates the revolution shown above. The camera has been repositioned to show the side view.
TRevolutionSweep3D revolution( TGCurve(
TGPoint( 25, 75),
TGPoint( 45, 150 ),
TGPoint( 95, 125 ),
TGPoint( 70, 100) );
revolution.Draw( thePort );

You can model revolution sweeps with contoured interiors and exteriors by using a contour curve that backs up on itself as shown in Figure 184.
