so how can I create the tank physical model with my graphical model ?
Going from slow and accurate to fast and approximate:
1) Create a MobileMesh for each independent part of the tank based on the graphical model. This will be relatively slow, particularly if your graphical mesh is highly detailed. (See MobileMeshDemo.)
2) Same as #1, but use a simplified collision mesh as the MobileMesh source.
3) Create a set of a few convex hull shapes representing parts of the tank based on the graphical model. If desired, you can bundle multiple convex hull shapes into one rigid entity using a compound body to have concavity. Convex hull collision detection performance depends on the number of vertices on the convex surface. (See EntityConstructionDemo.)
4) Same as #3, but use a simplified collision mesh as the source of the hull.
5) Create a set of a few primitive shapes, like BoxShapes, representing parts of the tank. If desired, you can bundle multiple primitive shapes into one rigid entity using a compound body to have concavity. (See CompoundBodiesDemo and EntityConstructionDemo.)
All of the above, apart from the slowest MobileMesh option, require some degree of approximation and fiddly labor. If an artist needs to make a lot of these collision models, it would probably be worth it to set up a pipeline which allows them to define collision shapes at content building time within some handy tools rather than doing it by hand in code.
Finally, an important note: the origin of the model will often be different than the center of mass of the resulting shape, especially in complex shape types like the ConvexHullShape, CompoundShape, and MobileMeshShape. In this case, you must be aware of
shape recentering. Otherwise, the graphical model will probably end up offset in local space from the collision shape.