Everything looks right but attaching the physics debug material shows several problems with the objects in the room.
There you can see the physics of the couch and plants are not rotated correctly. Several objects have this problem. All the chairs in the room - which are the same model just rotated differently - are all the same rotation in the physics.
The second problem arrises when I try and load this model in after exporting it with BinaryExporter.
You should not attach the loaded spatial to the rootNode before creating the physics collision shape on it. Try adding it after and see if that works and if not, can you maybe try and see if objects collide with your scene. Maybe its also a bug in the debug display.
Edit: also, your models rotations should be applied before exporting the model (ctrl-a in blender)
Why would the scene display correctly but the generated physics be off?
Well it can happen on collision shape creation or with messed up imported data. Animations for example also get messed up when the rotations are not properly applied to the meshes but still are dynamic.
Are you absoluetly sure your model is not attached to a rootNode or other node when you create the collision shape? I updated the latest svn version of jme3 with a check that throws an exception when that happens because it is certain to mess up the data.
Ok, I need to know exactly which version of jme you use and also if it works when you apply all rotations to the meshes (no object has local rotation or translation, but the meshes are translated).
You can of course recurse through your loaded model and create a CompoundCollisionShape yourself, combining multiple mesh shapes you create while you encounter meshes/geometrys in the model, thats what the CollisionShapeFactory does. This way you might find out what data is not synced here and maybe we have more info to help debugging this…
Edit: Also, if you use a not so current version of jme3, try calling updateGeometricState() on it after loading the node.
Okay, so I guess this is related to the bad experiences people sometimes have when they want to animate models with rotated objects… Probably a bug or insufficiency in the OgreXML importer… Could you try obj import just for fun?
It obviously won't happen if loading the individual mesh.xml files because they are in model space without transforms. After the call to updateGeometricState() the Geometries will have valid world transforms, if jbullet isn't using that then something will be incorrect.
kirdel, maybe you can attach/send us the exported files so we can check?