IndexedTriangleMesh : TIndexedFacesOrTrianglesNode_1 {
  vrml1
}

RotationXYZ : AbstractVrml1Transformation {
  vrml1
  SFEnum [in,out] axis 0
    enumerated-type-vrml1: AxisNames
    change: chEverything
  SFFloat [in,out] angle 0
    change: chEverything
    angle
}
