Please, if something doesn't work, simplify. Try to get it to work with a cube first. Work from there.
Actually, I AM trying just to get it to work with a cube.
And I think that it is in fact working (as I can query and see the collision occurring)... it's just that Bullet doesn't do anything about it. But I'll keep fiddling with that index like you said.
EDIT: I tried setting the index up to point at each vertice (basically a straight count from 0 to X). I get an outofrange error from the JBullet library when I do that though.
Yes, BvhTriangleMeshShape is only for static geometry, you can use GImpactMeshShape for dynamic trimeshes. However as they lack actual volume they're prone to tunneling and are computationally slow. Best is to use simpler geometry, like ConvexHullShape or so.
My movable object is a Kinematic Character Controller (and I've tried using convexhull, box, and sphere for the collision shape), and the cubes I'm checking it against are the only static trimeshes. For some crazy reason I figured that Bullet would do some collision handling in that situation.
What I'm eventually wanting to do is take my terrain objects and import their geometry into JBullet, and then have a character that walks via user control and doesn't step into the imported items.