I have a terrain, which is represented by elements and coordinates ( they are just a list of mesh), and I have a plane.
How to find the intersection between the plane and the terrain? Should I just break the plane up into a list of lines, and then use ray casting technique or other technique to compute the list of intersection, and join them up together? Or is there other ways of doing?
This question is a special case of my question here, in which I actually discretized the plane by breaking it into a lot of lines, and find the intersection points in order to get the lines where the plane intersect with the terrain, but I really wonder is there a better method.