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int index[] = {0, 1, 2, 2, 1, 3};
float vertices[] = {0.0, 10.0, 0.0, 20.0, 10.0, 0.0, 0.0, 10.0, 20.0, 20.0, 10.0, 20.0};
mesh.m_numTriangles = 2;
mesh.m_triangleIndexBase = (unsigned char*)index;
mesh.m_triangleIndexStride = 3*sizeof(int);
mesh.m_vertexBase = (unsigned char*)vertices;
mesh.m_vertexStride = 3*sizeof(float);
mesh.m_numVertices = 4;
btTriangleIndexVertexArray* terrain = new btTriangleIndexVertexArray();
terrain->addIndexedMesh(mesh);
btTriangleMeshShape* tmesh = new btBvhTriangleMeshShape(terrain, true);
btMotionState* motion=new btDefaultMotionState(trans);
btRigidBody* body=new btRigidBody(0.0, motion, tmesh);
world->addRigidBody(body);