About Bullet. bounding box is incorrect[Solved][but why?]

my code:

debugNode = BulletDebugNode('Debug')
debugNode.showWireframe(True)
debugNode.showConstraints(False)
debugNode.showBoundingBoxes(True)
debugNP = render.attachNewNode(debugNode)
debugNP.show()

self.world.setDebugNode(debugNode)
		
s = loader.loadModel('door1')
s.setPos(5,1,0)
node = loader.loadModel('door2')
node.setPos(0.47, 0.05, 0)
node.reparentTo(s)
s.reparentTo(render)

shape = BulletBoxShape(Vec3(0.5,0.1,1))
body = BulletRigidBodyNode('door')
body.addShape(shape)
self.world.attachRigidBody(body)
NP = render.attachNewNode(body)
NP.reparentTo(node)
NP.setPos(-0.5,0,1)
NP.setCollideMask(BitMask32(0x5))

taskMgr.add(self.update, 'update')

Seems wrapped up (0,0,0). I use panda3d1.9 1.9.0~cvs20140601~trusty6.

I think the bounding box of the LWH should be 1,0.2,2, but in the code, bounding box very large, rigid is normal.

solved:

def update(self, task):
	self.world.doPhysics(globalClock.getDt(), 10, 1.0/160)
	self.NP.setPos(-0.5+task.frame*0.00001,0,1)
	return task.cont

or

NP.setPos(-0.6,0,1)
NP.setPos(-0.4,0,1)
NP.setPos(-0.5,0,1)