Open SeanCurtis-TRI opened 9 months ago
I'll also grab one idea that's been mentioned in related: assuming the proximity mesh is correctly faceted, instead of wireframing the proximity mesh we could wireframe the contact patch. If the problem we're trying to solve is building users' intuition about the LOD in their simulated contacts, that might be a more powerful tool.
Let's prioritize #17681 first, and then we can circle back here and see if we still need this.
Problem statement
When Drake generates meshes for proximity purposes (e.g., hydroelastic tessellations of primitives or convex hulls), the exact features of the mesh can be difficult to make out. It may be difficult for the user to assess the complexity of the derived mesh. Without a sense of the derived mesh complexity, the user is hampered in making strategic decisions in terms of controlling that resolution (and the concomitant performance).
Proposal
In addition to rendering these types of mesh strictly with faceted surfaces (#20983), highlighting the edges would provide additional insight into the mesh topology.
It is not clear how much additional insight it would give. There are arguments in favor and against this kind of approach.
Nevertheless, it's worth investigating if it helps increase understanding of the model.