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.