Mousespring with matterjs how to avoid body go out the world?

Hi,

Following this example :
https://labs.phaser.io/view.html?src=src/physics\matterjs\drag%20with%20pointer.js

How to avoid the body go out the world when we drag the body near the limit of the world ? (it occurs with mobile view)

Thanks in advance.

var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#1b1464',
parent: 'phaser-example',
physics: {
    default: 'matter'
},
scene: {
    preload: preload,
    create: create
}
};

var game = new Phaser.Game(config);

function preload ()
{
this.load.image('block', 'assets/sprites/block.png');
}

function create ()
{
this.matter.world.setBounds();

this.matter.add.image(400, 100, 'block', null, { chamfer: 16 }).setBounce(0.9);

//  These both do the same thing:

// this.matter.add.pointerConstraint({ length: 1, stiffness: 0.6 });

this.matter.add.mouseSpring({ length: 1, stiffness: 0.6 });
}

Nobody?

Really nobody ?

I’m experiencing the same thing. It’s really buggy behavior. When you are dragging an item it goes through the world bounds and other collision objects. Can’t seem to find a way to have it respect the bounds properly.