To wrap this functionality the way it is, perhaps create a JointContact class which accepts and uses a Contact instance to fill its properties. The user can then call the inherited (perhaps overriden) methods from the Joint class such as enableFeedbackTracking(), attach(Body, Body) and getFeedback().
It’s a little hard to say since I wouldn’t have created the high level collision API in quite the way it is now.
I would have created some sort of CollideListener interface which contains something like ode’s nearCallback as its method. Instead of the user calling collide(Space), they would actually call collide(Space, CollideListener) or something to that extent. This would also require a collide method somewhere in the high level API which works like ode’s dCollide function.
This would allow the user to create their own contact joints as they see fit. For example, the default nearCallback for odejava ignores contacts when the two touching bodies are connected by a joint. However, sometimes it is desirable to still create a contact especially if that joint is somehow separated from the two bodies (such as a distant hinge joint).
However, this would require a java method call from the c side of JNI, and I don’t know what the performance impact of that would be. If the impact is unacceptable, then I understand the need for the current high level collision API using buffers from NIO.