As is indicated in the following images, the cross section of a cube can be:
Assume that we are getting a hexagon. We can get the intersection points of the cross plane with each side of the cube and get the hexagon ABCDEF
. The question is: how do we sort the intersection points so that the hexagon ABCDEF
can be divided into 4 triangles ABC
, ACD
, ADE
and AEF
.
Notice that the order of the points is very important because if I get the order wrong, I won't be able to draw it out. I want to divide them into triangles because I want to visualized them in OpenGL.
Thanks so much for @HugoRune's answer. Here some result that I want to share with you guys. Left image is the cross section of a 3D volume (from an arbitrary angle). Right image is the result of maximum intensity projection of the 3D volume.
the intersection is a convex polygon, so any sorting that works for convex polygons will work here as well.
In particular:
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