i need to make a collision between a .raw terrain and a physic node. i try to put the raw in static node and calculate the collision but that dont work, i think because the raw dont have bounding volume. this is the code to calculate collision, it is from 8th tutorial.
When are are using one of the physics engines, then it doesn't care about the bounding volumes in jME so I don't believe that would be your problem. Can you post a little more code maybe showing how you've added your terrain and character to the physics space?
actually, I believe the Physics engines are entirely dependent on the bounding volumes (except of course trimesh accurate collisions…); the one exception though is generating terrain there I'm not so sure…
Check out the GenerateTerrain physics test (which is a LOT of fun to 'throw' the ball 300 yards w/ a simple mouse gesture }:-@), I think thats what you are looking for.
The physics engine itself has it's own method of optimizing collisions. Internally it could be octtrees, grid-based, even BSP. jME bounding volumes are used mostly for jME-side collision detection & frustum culling.