without resorting to converting to poly and using retriangulate divide an open edge and correct/turn the “original” edge for a “tidier” topology
here’s the scene (though a hardcoded solution is possible given the scene only generic solutions will make the cut) …
fn CreateScene =
(
delete objects;
convertToMesh (plane length:25 width:25 lengthsegs:1 widthsegs:1 isSelected:off alledges:on wirecolor:black)
)
here’s mine in action (so i’m not fishing for some one to do work for me
!)

