And also on a game engine, but when I'm passing position to physic engine I always need to do the following
body.SetAngle(180-p.GameObject().Transform().WorldRotation().Z)
is the chipmunk physics flipped?
I also looked on the demo application and when I use angle of 75 the box is flipped as well
that picture demonstrate my question

I calculate my matrix like this
mat.Scale(s.X, s.Y, s.Z)
mat.Rotate(r.X, 1, 0, 0)
mat.Rotate(r.Y, 0, 1, 0)
mat.Rotate(r.Z, 0, 0, 1)
mat.Translate(p.X, p.Y, p.Z)
camera view matrix the same but with Invert after the Translate
so is it problem with my engine or chipmunk uses flipped rotation?