Hello

First of all, would like to thank the developers who made this framework possible.

I am starting off with a linearly extruded polygon and then subtract a cube out of it.

Then I want to get a 2d slice in vertical plane. To achieve this I am going through all polygons and all vertices from a very thin slice ignoring all polygons with same z-axis (walls) and extract the x,y and ignore the z altogether.

```
this.profile3D.polygons.forEach(function (polygon, index) {
let local_this2 = local_this
polygon.vertices.forEach(function (v, i) {
let av_arr = polygon.vertices.map(function (x) {
return parseInt(x[1] as any)
}) as Array<number>
let is_vertical = new Set(av_arr).size < 2
if (!is_vertical) {
local_this2.profile2D.push([v[0], v[2]])
}
})
})
}
```

Finally I sort of get the 2d slice but with some points "tangled" (shape front end)

How can I make sense of the mesh's structure to be able to walk the mesh so points are in order and correctly joined?

I've excluded the "walls". The mesh seems to be a 4 pct polygon and sometimes a 3 point polygon. More complex shapes turn out more tangled points.

Is there a common layout of the mesh that I can lookup somewhere else? I have tried checkout out the code but could not figure it out.

I have also tried extracting the x,y of any 2 corners of the 4 pct polygon which are not "vertical walls/sides"

```
this.profile3D.polygons.forEach(function (polygon, index) {
let local_this2 = local_this
polygon.vertices.forEach(function (v, i) {
let av_arr = polygon.vertices.map(function (x) {
return parseInt(x[1] as any)
}) as Array<number>
let is_vertical = new Set(av_arr).size < 2
if (!is_vertical) {
local_this2.profile2D.push([polygon.vertices[2][0], polygon.vertices[0][2]])
}
})
})
}
```

Artefacts like this started to come out but no luck with any combination.

Any suggestions are appreciated. Thanks!

P.S Wish my skills would be good enough to contribute.