Physics go weird:RigidBodyControl pass through the wall

I read the source of CollisionShapeFactory.createDynamicMeshShape(Spatial), it generates HullCollisionShape for me.

	// Terrain
	if (useHullCollision) {
		CollisionShape shape = CollisionShapeFactory.createDynamicMeshShape(model);
		terrain = new RigidBodyControl(shape, 0);
	} else {
		CollisionShape shape = CollisionShapeFactory.createMeshShape(model);
		terrain = new RigidBodyControl(shape, 0);
	}

The problems is, this shape is

A less accurate shape for dynamic Spatials that cannot easily be represented by a CompoundShape. wiki:jme3/advanced/physics

My player can’t walk one the ground now.

This looks the same problem.

Trying this.