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physics-matter物理问题

Agent Skill

physics-matter 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

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安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:physics-matter(物理问题)
来源仓库:https://github.com/phaserjs/phaser
仓库路径:skills/physics-matter
安装命令:
npx skills add https://github.com/phaserjs/phaser --skill physics-matter
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/phaserjs/phaser --skill physics-matter

简介

physics-matter 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。

  • 适用于围绕仓库状态、代码变更或协作事项进行整理和分析的场景。
  • 通过 npx skills add 命令从指定 GitHub 仓库安装,需确认权限范围。
  • 建议结合原始 README 核验具体用法,注意是否会触发命令执行或文件读写。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

Matter.js Physics

Setting up and using Matter.js physics in Phaser 4 -- full-body physics with rigid bodies, compound bodies, constraints, composites, sensors, collision filtering, pointer dragging, tilemap integration, and debug rendering.

Key source paths: src/physics/matter-js/MatterPhysics.js, src/physics/matter-js/World.js, src/physics/matter-js/Factory.js, src/physics/matter-js/MatterSprite.js, src/physics/matter-js/MatterImage.js, src/physics/matter-js/MatterGameObject.js, src/physics/matter-js/PointerConstraint.js, src/physics/matter-js/MatterTileBody.js, src/physics/matter-js/components/, src/physics/matter-js/events/, src/physics/matter-js/typedefs/ Related skills:../game-setup-and-config/SKILL.md,../sprites-and-images/SKILL.md,../physics-arcade/SKILL.md,../tilemaps/SKILL.md

Quick Start

class GameScene extends Phaser.Scene {
    create() {
        // Matter sprite (dynamic, has animation support)
        this.player = this.matter.add.sprite(400, 200, 'player');
        this.player.setBounce(0.5);
        this.player.setFriction(0.05);

        // Matter image (dynamic, no animation)
        const box = this.matter.add.image(300, 100, 'crate');

        // Static body from raw shape
        this.matter.add.rectangle(400, 580, 800, 40, { isStatic: true });

        // Enable pointer dragging on all bodies
        this.matter.add.mouseSpring();

        this.cursors = this.input.keyboard.createCursorKeys();
    }

    update() {
        if (this.cursors.left.isDown) {
            this.player.setVelocityX(-5);
        } else if (this.cursors.right.isDown) {
            this.player.setVelocityX(5);
        }
        if (this.cursors.up.isDown && this.player.body.velocity.y > -0.1) {
            this.player.setVelocityY(-10);
        }
    }
}

// Enable Matter physics in game config
const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    physics: {
        default: 'matter',
        matter: {
            gravity: { y: 1 },
            enableSleeping: true,
            debug: true,
            setBounds: true    // walls around canvas edges
        }
    },
    scene: GameScene
};

const game = new Phaser.Game(config);

Core Concepts

Scene Plugin (this.matter)

The MatterPhysics class is the scene-level plugin. Key properties:

  • this.matter.add -- Factory for creating bodies, constraints, Game Objects (auto-added to world).
  • this.matter.world -- World instance managing the engine, bounds, debug rendering. Extends EventEmitter.
  • this.matter.body / bodies / composite / composites / constraint -- Direct references to Matter.js modules for low-level use.
  • this.matter.bodyBounds -- Helper for aligning bodies by visual bounds.

World (this.matter.world)

  • engine -- The MatterJS.Engine instance.
  • localWorld -- The MatterJS.World composite containing all bodies and constraints.
  • enabled -- Boolean; false pauses simulation. autoUpdate -- true = engine updates each game step.
  • walls -- {left, right, top, bottom} boundary wall bodies (or null).

World Config (MatterWorldConfig)

Passed under physics.matter in game or scene config:

PropertyDefaultPurpose
gravity{x: 0, y: 1}Gravity vector. Set false to disable
setBoundsfalsetrue or {x, y, width, height, thickness, left, right, top, bottom}
enableSleepingfalseAllow bodies to sleep when at rest
positionIterations6Position solving accuracy
velocityIterations4Velocity solving accuracy
constraintIterations2Constraint stability
timing.timeScale10 freezes, 0.5 slow-motion
autoUpdatetrueAuto-step each game frame
debugfalsetrue or MatterDebugConfig object
runner{}Use runner.fps for fixed timestep

Matter Game Objects

Phaser provides two physics-aware Game Object classes and a function to add physics to any Game Object:

  • Phaser.Physics.Matter.Sprite -- Extends Sprite with all Matter components. Created via this.matter.add.sprite(x, y, key, frame, options). Supports animations.
  • Phaser.Physics.Matter.Image -- Extends Image with all Matter components. Created via this.matter.add.image(x, y, key, frame, options). No animation support, lighter weight.
  • MatterGameObject(world, gameObject, options) -- Injects all Matter components into any existing Game Object. Created via this.matter.add.gameObject(mySprite, options).

Both MatterSprite and MatterImage default to a rectangle body matching the texture size. Pass options.shape to override.

Matter Components (Mixins)

All Matter Game Objects have these component methods mixed in:

ComponentKey Methods
VelocitysetVelocity(x, y), setVelocityX(x), setVelocityY(y), getVelocity(), setAngularVelocity(v), getAngularVelocity(), setAngularSpeed(s), getAngularSpeed()
ForceapplyForce(vec2), applyForceFrom(position, force), thrust(speed), thrustLeft(speed), thrustRight(speed), thrustBack(speed)
BouncesetBounce(value) -- restitution, 0 to 1
FrictionsetFriction(value, air?, fstatic?), setFrictionAir(value), setFrictionStatic(value)
MasssetMass(value), setDensity(value), centerOfMass (getter)
GravitysetIgnoreGravity(bool)
SensorsetSensor(bool), isSensor()
StaticsetStatic(bool), isStatic()
SleepsetToSleep(), setAwake(), setSleepThreshold(n), setSleepEvents(start, end)
CollisionsetCollisionCategory(cat), setCollisionGroup(group), setCollidesWith(cats), setOnCollide(cb), setOnCollideEnd(cb), setOnCollideActive(cb), setOnCollideWith(body, cb)
SetBodysetRectangle(w, h, opts), setCircle(r, opts), setPolygon(r, sides, opts), setTrapezoid(w, h, slope, opts), setBody(config, opts), setExistingBody(body)
TransformPosition sync between Matter body and Game Object

Common Patterns

Setup and World Configuration

// Runtime gravity and bounds
this.matter.world.setGravity(0, 2);          // x, y, scale (default 0.001)
this.matter.world.disableGravity();
this.matter.world.setBounds(0, 0, 1600, 1200, 64, true, true, true, true);

this.matter.set60Hz();                        // fixed timestep
this.matter.world.autoUpdate = false;         // then manual: this.matter.step(16.666);
this.matter.pause();                          // pause/resume
this.matter.resume();

Creating Matter Sprites and Images

const player = this.matter.add.sprite(200, 300, 'hero');  // default rect body matching texture

// Custom body shapes via options.shape
const ball = this.matter.add.image(400, 100, 'ball', null, { shape: { type: 'circle', radius: 24 } });
const hex = this.matter.add.sprite(300, 100, 'hex', null, { shape: { type: 'polygon', sides: 6, radius: 32 } });
const ship = this.matter.add.sprite(400, 200, 'ship', null, {
    shape: { type: 'fromVerts', verts: '0 0 40 0 40 40 20 60 0 40' }
});

// PhysicsEditor shape data
const shapes = this.cache.json.get('shapes');
const enemy = this.matter.add.sprite(500, 200, 'enemy', null, { shape: shapes.enemy });

// Add Matter physics to an existing Game Object
const existingSprite = this.add.sprite(100, 100, 'box');
this.matter.add.gameObject(existingSprite, { restitution: 0.8 });
// existingSprite now has setVelocity, setBounce, etc.

Body Configuration Options (MatterBodyConfig)

Pass as the options parameter to any factory method or as the options for a Matter Game Object:

  • label, isStatic, isSensor, angle (radians), timeScale, ignoreGravity, ignorePointer
  • density (0.001 default, auto-calculates mass), mass, restitution (bounce 0-1)
  • friction (0-1), frictionAir (air resistance), frictionStatic (stickiness when still)
  • slop (overlap tolerance), chamfer ({radius: 5} for rounded corners)
  • collisionFilter: {category: 0x0001, mask: 0xFFFFFFFF, group: 0}
  • onCollideCallback, onCollideEndCallback, onCollideActiveCallback
  • shape (for Game Objects): {type: 'circle', radius: 24} or PhysicsEditor data

Velocity, Forces, and Thrust

sprite.setVelocity(3, -5);          // units per step, not pixels/sec
sprite.setVelocityX(-3);
sprite.setAngularVelocity(0.05);
const vel = sprite.getVelocity();   // { x, y }

// Forces use very small values (0.01 - 0.1)
sprite.applyForce({ x: 0.05, y: 0 });
sprite.applyForceFrom(position, { x: 0.02, y: -0.02 });

// Directional thrust relative to body angle
sprite.thrust(0.05);       // forward
sprite.thrustBack(0.05);   // backward
sprite.thrustLeft(0.03);   // strafe left
sprite.thrustRight(0.03);  // strafe right

// Batch operations via this.matter
this.matter.setVelocity(arrayOfBodies, 2, -3);
this.matter.applyForce(arrayOfBodies, { x: 0.01, y: 0 });

Constraints (Joints and Springs)

// constraint(bodyA, bodyB, length?, stiffness?, options?) -- aliases: joint, spring
const rigid = this.matter.add.constraint(bodyA, bodyB, 100, 1);        // rigid joint
const spring = this.matter.add.constraint(bodyA, bodyB, 200, 0.02, { damping: 0.05 });
const pin = this.matter.add.constraint(bodyA, bodyB, 0, 0.9);          // pin joint

// World constraint (one body pinned to world point)
this.matter.add.worldConstraint(body, 50, 0.5, { pointA: { x: 400, y: 100 } });

// Offset attachment points
this.matter.add.constraint(bodyA, bodyB, 80, 1, {
    pointA: { x: 20, y: 0 },   // offset from bodyA center
    pointB: { x: -20, y: 0 }   // offset from bodyB center
});

this.matter.getConstraintLength(constraint);      // distance between anchor points
this.matter.world.removeConstraint(constraint);   // remove from world

Composites (Stacks, Chains, Soft Bodies)

// Stack of bodies in a grid
const stack = this.matter.add.stack(100, 100, 5, 4, 10, 10, (x, y) => {
    return this.matter.bodies.rectangle(x, y, 40, 40);
});

// Image stack (grid of Matter Images)
const imageStack = this.matter.add.imageStack('crate', null, 100, 100, 5, 4, 5, 5);

// Chain bodies in a composite together
this.matter.add.chain(stack, 0.5, 0, -0.5, 0, { stiffness: 0.7 });

// Mesh (grid with constraints, optional cross braces)
this.matter.add.mesh(stack, 5, 4, true, { stiffness: 0.5 });

// Soft body (cols, rows, gaps, crossBrace, particleRadius, bodyOpts, constraintOpts)
this.matter.add.softBody(200, 100, 5, 5, 0, 0, true, 10, { friction: 0.1 }, { stiffness: 0.5 });

// Pre-built composites: newtonsCradle, car, pyramid
this.matter.add.newtonsCradle(300, 50, 5, 20, 200);
this.matter.add.car(400, 300, 120, 30, 25);

Compound Bodies

Combine multiple shapes into a single body. The first part is the parent.

const partA = this.matter.bodies.rectangle(0, 0, 60, 20);
const partB = this.matter.bodies.circle(0, -30, 15);
const compoundBody = this.matter.body.create({ parts: [partA, partB] });

// Attach to a Game Object
const player = this.matter.add.sprite(400, 200, 'hero');
player.setExistingBody(compoundBody);

Parts share position, angle, and velocity. Constraints must target the parent body, not parts.

Sleep System

Bodies at rest can sleep to skip simulation. Requires enableSleeping: true in config.

if (body.isSleeping) { /* body is at rest */ }
sprite.setSleepThreshold(30);      // lower = falls asleep faster (default 60)
sprite.setToSleep();               // force sleep
sprite.setAwake();                 // force wake
sprite.setSleepEvents(true, true); // enable sleepstart/sleepend events

this.matter.world.on('sleepstart', (event, body) => { /* body slept */ });
this.matter.world.on('sleepend', (event, body) => { /* body woke */ });

Sensors

Sensors detect collisions but do not physically react. Useful for trigger zones, pickups, detection areas.

const trigger = this.matter.add.rectangle(400, 300, 100, 100, { isSensor: true, isStatic: true });
sprite.setSensor(true);    // toggle on Game Object
sprite.isSensor();         // check state

// Sensors fire normal collision events -- use collisionstart/end to detect entry/exit

Collision Categories and Filtering

Matter uses bitmasks: category (which group this body belongs to, power of 2), mask (which categories it collides with), and group (shortcut: same positive = always collide, same negative = never collide, 0 = use category/mask).

const PLAYER = this.matter.world.nextCategory();  // 0x0002 (32 max)
const ENEMY = this.matter.world.nextCategory();    // 0x0004
const GROUND = this.matter.world.nextCategory();   // 0x0008

player.setCollisionCategory(PLAYER);
player.setCollidesWith([ENEMY, GROUND]);

bullet.setCollisionCategory(0x0010);
bullet.setCollidesWith([ENEMY, GROUND]);  // bullets skip player

// Collision groups: same negative = never collide with each other
const noCollide = this.matter.world.nextGroup(true);
spriteA.setCollisionGroup(noCollide);
spriteB.setCollisionGroup(noCollide);

// Via body config: collisionFilter: { category, mask, group }
// Batch: this.matter.setCollisionCategory([bodyA, bodyB], ENEMY);

Collision Callbacks

// Per-body callbacks (on Matter Game Objects)
player.setOnCollide((pair) => { /* pair.bodyA, pair.bodyB */ });
player.setOnCollideEnd((pair) => { /* collision ended */ });
player.setOnCollideActive((pair) => { /* still colliding */ });
player.setOnCollideWith(enemy, (body, pair) => { /* hit specific body */ });

// Game Object-level events (emitted on the Game Object itself)
player.on('collide', (bodyA, bodyB, pair) => {});
player.on('collideEnd', (bodyA, bodyB, pair) => {});

Tilemap Integration

const map = this.make.tilemap({ key: 'level' });
const tileset = map.addTilesetImage('tiles', 'tiles-img');
const layer = map.createLayer('Ground', tileset, 0, 0);

layer.setCollisionByProperty({ collides: true });  // MUST set collision first
this.matter.world.convertTilemapLayer(layer);       // creates MatterTileBody per colliding tile

// Uses Tiled collision shapes (rect, circle, polygon) if defined, otherwise tile bounds.
// Access: tile.physics.matterBody
// Individual tile: this.matter.add.tileBody(tile, { isStatic: true, friction: 0.5 });
// After map changes: this.matter.world.convertTiles([tile1, tile2]);

Friction Types

Matter.js has three independent friction values:

sprite.setFriction(0.1);          // dynamic: resistance during motion (0-1)
sprite.setFrictionStatic(0.5);    // static: resistance before motion starts
sprite.setFrictionAir(0.05);      // air: environmental drag (default 0.01)
sprite.setFriction(0.1, 0.02, 0.3);  // set all three: dynamic, air, static

Complex Shapes from Vertices

// Create body from vertex string (concave shapes auto-decomposed)
const body = this.matter.add.fromVertices(400, 300, '0 0 40 0 40 40 20 60 0 40');

// Multiple vertex sets for complex shapes
const vertexSets = [
    [{ x: 0, y: 0 }, { x: 40, y: 0 }, { x: 40, y: 40 }],
    [{ x: 40, y: 40 }, { x: 20, y: 60 }, { x: 0, y: 40 }]
];
this.matter.add.fromVertices(300, 200, vertexSets);

Pointer Constraint (Mouse/Touch Dragging)

// Enable click-and-drag on all Matter bodies
const pc = this.matter.add.mouseSpring({ stiffness: 0.2, damping: 0.1 });

pc.active = false;           // disable temporarily
body.ignorePointer = true;   // prevent specific body from being dragged
pc.stopDrag();               // release current drag programmatically
pc.destroy();                // remove entirely

// Drag events on the world
this.matter.world.on('dragstart', (body, part, constraint) => {});
this.matter.world.on('drag', (body, constraint) => {});
this.matter.world.on('dragend', (body, constraint) => {});

Queries (Raycasting and Hit Testing)

const hits = this.matter.intersectPoint(pointer.x, pointer.y);   // bodies at point
const contains = this.matter.containsPoint(body, x, y);           // point-in-body test
const inRegion = this.matter.intersectRect(100, 100, 200, 200);   // bodies in rect
const rayHits = this.matter.intersectRay(0, 300, 800, 300, 1);    // raycast
const colliding = this.matter.intersectBody(playerBody);           // body overlap

// Overlap with callbacks
this.matter.overlap(playerBody, enemyBodies, (bodyA, bodyB, info) => {
    console.log('Overlapping', bodyA, bodyB);
});

Debug Rendering

// Enable debug with specific options (pass as debug property in matter config)
// Boolean flags: showBody, showStaticBody, showVelocity, showCollisions, showSensors,
//   showJoint, showPositions, showBounds, showAxes, showAngleIndicator, showSleeping,
//   showConvexHulls, showInternalEdges, renderFill, renderLine
// Color/style: lineColor, lineThickness, fillColor, staticLineColor, staticFillColor,
//   sensorLineColor, jointColor, pinColor, springColor, anchorColor, positionColor

// Toggle debug at runtime
this.matter.world.drawDebug = false;
this.matter.world.debugGraphic.visible = false;

// Set render style on individual body or constraint
this.matter.world.setBodyRenderStyle(body, 0xff0000, 1, 2, 0x00ff00, 0.5);
this.matter.world.setConstraintRenderStyle(constraint, 0xffff00, 1, 2);

Events

All events are emitted on this.matter.world (which extends EventEmitter):

EventCallback SignatureWhen
'collisionstart'(event, bodyA, bodyB)Two bodies first start colliding
'collisionactive'(event, bodyA, bodyB)Two bodies are still colliding
'collisionend'(event, bodyA, bodyB)Two bodies stop colliding
'beforeupdate'(event)Before engine update step
'afterupdate'(event)After engine update step
'beforeadd'(event)Before a body/constraint is added
'afteradd'(event)After a body/constraint is added
'beforeremove'(event)Before a body/constraint is removed
'afterremove'(event)After a body/constraint is removed
'dragstart'(body, part, constraint)Pointer starts dragging body
'drag'(body, constraint)Pointer is dragging body
'dragend'(body, constraint)Pointer stops dragging body
'sleepstart'(event, body)Body goes to sleep (requires setSleepEvents)
'sleepend'(event, body)Body wakes up (requires setSleepEvents)
'pause'noneWorld paused
'resume'noneWorld resumed

Collision events include event.pairs -- an array of collision pair objects with bodyA, bodyB, collision depth, and normal.

API Quick Reference

this.matter.add (Factory)

Game Objects: sprite(x, y, key, frame?, opts?), image(x, y, key, frame?, opts?), gameObject(go, opts?), tileBody(tile, opts?) Body shapes: rectangle(x, y, w, h, opts?), circle(x, y, r, opts?), polygon(x, y, sides, r, opts?), trapezoid(x, y, w, h, slope, opts?), fromVertices(x, y, verts, opts?), fromPhysicsEditor(x, y, config, opts?), fromSVG(x, y, xml, scale?, opts?), fromJSON(x, y, config, opts?) Constraints: constraint(a, b, len?, stiff?, opts?) (aliases: joint, spring), worldConstraint(body, len?, stiff?, opts?), mouseSpring(opts?) (alias: pointerConstraint) Composites: stack(x, y, cols, rows, colGap, rowGap, cb), imageStack(key, frame, x, y, cols, rows), pyramid(...), chain(composite, xA, yA, xB, yB, opts?), mesh(composite, cols, rows, cross, opts?), softBody(...), car(x, y, w, h, wheelSize), newtonsCradle(x, y, num, size, len)

this.matter (MatterPhysics) -- batch and utility

pause(), resume(), set60Hz(), set30Hz(), step(delta?), setVelocity(bodies, x, y), setAngularVelocity(bodies, v), applyForce(bodies, force), applyForceFromAngle(bodies, speed, angle?), containsPoint(body, x, y), intersectPoint(x, y), intersectRect(x, y, w, h, outside?), intersectRay(x1, y1, x2, y2, width?), intersectBody(body), overlap(target, bodies?, cb?), setCollisionCategory(bodies, value), setCollisionGroup(bodies, value), setCollidesWith(bodies, cats), alignBody(body, x, y, align)

this.matter.world (World)

setBounds(x?, y?, w?, h?, thickness?, l?, r?, t?, b?), setGravity(x?, y?, scale?), disableGravity(), add(object), remove(object, deep?), removeConstraint(constraint), convertTilemapLayer(layer, opts?), convertTiles(tiles, opts?), nextCategory(), nextGroup(isNonColliding?), getAllBodies(), has(body), pause(), resume()

Direct Matter.js module references on this.matter

body (Matter.Body), bodies (Matter.Bodies), composite (Matter.Composite), composites (Matter.Composites), constraint (Matter.Constraint), detector, query, pair, pairs, resolver, axes, bounds, svg, vector, vertices

Gotchas

  • Force values are tiny. Use 0.01-0.1 for forces, 1-15 for velocity. Not pixel-based.
  • setBody/setRectangle/etc. resets all properties -- mass, friction, collision filters, callbacks are wiped. Re-apply after changing shape.
  • Constraints must target parent body, not compound body parts.
  • 32 collision categories max. Each nextCategory() uses one bit.
  • collisionFilter.group overrides category/mask. Same positive = always collide; same negative = never collide; zero/different = use category/mask.
  • Sensors still need matching collision filters to fire events.
  • Matter position is center of mass, not top-left (unlike Arcade Physics).
  • Sleep events require opt-in: sprite.setSleepEvents(true, true).
  • Tilemap conversion requires collision set first via setCollisionByProperty etc.
  • Restitution uses Math.max(bodyA.restitution, bodyB.restitution) -- the bouncier value wins.
  • body.ignorePointer = true prevents pointer constraint from dragging that body.

Source File Map

PathPurpose
src/physics/matter-js/MatterPhysics.jsScene plugin (this.matter), exposes all Matter modules
src/physics/matter-js/World.jsWorld management, engine, bounds, debug, events proxy
src/physics/matter-js/Factory.jsthis.matter.add -- all creation methods
src/physics/matter-js/MatterSprite.jsPhysics sprite (Sprite + Matter components)
src/physics/matter-js/MatterImage.jsPhysics image (Image + Matter components)
src/physics/matter-js/MatterGameObject.jsInjects Matter components into any Game Object
src/physics/matter-js/MatterTileBody.jsWraps a Tile with a Matter body
src/physics/matter-js/PointerConstraint.jsClick-and-drag body constraint
src/physics/matter-js/BodyBounds.jsBody alignment by visual bounds
src/physics/matter-js/PhysicsEditorParser.jsParses PhysicsEditor JSON into bodies
src/physics/matter-js/components/Mixins: Velocity, Force, Collision, SetBody, Sensor, Bounce, Friction, Mass, Gravity, Static, Sleep, Transform
src/physics/matter-js/events/Event constants (COLLISION_START, DRAG_START, SLEEP_START, etc.)
src/physics/matter-js/typedefs/TypeDefs: MatterWorldConfig, MatterBodyConfig, MatterCollisionFilter, MatterConstraintConfig, etc.
src/physics/matter-js/lib/Bundled Matter.js library modules

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

34.16%
按下载量换算103

Claude

31.24%
按下载量换算94

Cursor

18.82%
按下载量换算57

Gemini CLI

8.57%
按下载量换算26

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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