@normen
I just integrated findbugs in my hudson server, and it found this here:
I guess the second method shall call the native one, but does not. (ignore the Vector3d, its in the normal bindinga s well, just checked)
:-1, IL_INFINITE_RECURSIVE_LOOP, Priority: High
IL: There is an apparent infinite recursive loop in com.jme3.bullet.collision.PhysicsCollisionEvent.getPositionWorldOnA(Vector3d)
This method unconditionally invokes itself. This would seem to indicate an infinite recursive loop that will result in a stack overflow.
→ ->
[java]
public Vector3f getPositionWorldOnA() {
return getPositionWorldOnA(new Vector3f());
}
public Vector3f getPositionWorldOnA(Vector3f positionWorldOnA) {
getPositionWorldOnA(positionWorldOnA);
return positionWorldOnA;
}
private native void getPositionWorldOnA(long manifoldPointObjectId, Vector3f positionWorldOnA);
[/java]
Yeah might be but… You added that
actually, no
The resultobject used is not from me
I did stuff with the rays, this is the normal collision stuff
Kk, the whole collision stuff is contributed and the implementation is a bit suboptimal, I’ll fix this one when I’m back on a computer but its due for a rewrite anyway, after 3.0 for 3.1