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Is there a specific reason that CollisionObjects are mostly created in the constructor of a simulation object, but never explicitly de-registered or destroyed? Would it be reasonable to include the creation and destruction of CollisionObjects into the setup() and clear() processes?
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Die you check whether the collision objects are automatically destroyed in the simbody base Class? Currently I cannot check this myself. Setup and cleanup are called during each reset, so collision objects should not be created and destroyed there to avoid the unnecessary overhead.
Is there a specific reason that CollisionObjects are mostly created in the constructor of a simulation object, but never explicitly de-registered or destroyed? Would it be reasonable to include the creation and destruction of CollisionObjects into the setup() and clear() processes?
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Then the best measure for now is to keep it unchanged and to do a check for memory leaks later. I try to find out why I commented out the delete statements in the first place.
Is there a specific reason that CollisionObjects are mostly created in the constructor of a simulation object, but never explicitly de-registered or destroyed? Would it be reasonable to include the creation and destruction of CollisionObjects into the setup() and clear() processes?
The text was updated successfully, but these errors were encountered: