Some things to check, in this order:
1. Is the collision callback being called?
2. Does dCollide return any contact?
3. Are you creating the contact joints properly?
Consider posting your code on pastebin.com and sending us the link so we
can test it.
> The book was put out in 2005 so I'm guessing that it was using an
> earlier version of ODE and I'm hoping there is a parameter I've missed
> that the 0.11.1 version may require that I haven't picked up on yet.
Other than library initialization, everything should still work the same
as in 0.5 (for your simple test case, that is).
--
Daniel K. O.
"The only way to succeed is to build success yourself"
A bounce restitution of 1.5 will add energy to the system. Try something
much smaller, like 0.1, to begin with.
A CFM of 0.01 is really high, and will make the system very squishy. For
a very heavy ball, the system may actually not be able to push it out.
A mu of "dInfinity" might be too much for some of the internal math; I
don't know. The problem is that, if you don't turn on dContactApprox1,
"mu" is a force limit, not a coefficient of friction. I would turn on
dContactApprox1, and set mu and mu2 to some high cof, like 2.0 or so, to
start with.
On a general code cleanliness topic: It would be more efficient to move
this assignment into the loop where you actually create the contact
joint, so you only do the assignments for dContacts you will actually
use. The dCollide function doesn't use those fields at all.
Sincerely,
jw
--
Revenge is the most pointless and damaging of human desires.
Cheers
Bill