Closed SeanCurtis-TRI closed 2 years ago
Perhaps adding some text to multibody/plant/contact_model_doxygen.h
is the right way to resolve this.
Having looked at contact_model_doxygen, I am shying away from it for now. It is mostly point-contact-era theory, AFAICT, and may want a general revisiting. I think for now, I'll just add some doc to the description of Finalize(), which is where the magic collision filters are created.
Problem
A recent question came up:
The documentation on collision filtering in SceneGraph discusses the mechanisms for introducing filters on collisions, but doesn't provide any insight into this particular question.
Proposal
As outlined in the slack thread (linked above),
SceneGraph
shouldn't know about "adjacent bodies". And, in reality, it can't.MultibodyPlant
presents the bodies as a flat array of frames, all posed relative to the world frame. So, it would be impossible forSceneGraph
to make any decisions about the geometries based on opaque relationships between those frames. That is clearly the province ofMultibodyPlant
.MultibodyPlant
contact is clearly documented as precluding contact between geometries on "adjacent" bodies.SceneGraph
collision filtering documentation as "examples" of the API.)