it is possible that this post described how to patch this issue
http://devizgl.blogspot.com/2012/03/box2d21a.html
You have to patch file Box2dWeb-2.1.a.3.js
Step 1
Add method Destroy() to the class b2Body:
b2Body.prototype.Destroy = function () {
this.m_userData = null;
this.m_sweep = null;
this.m_xf = null;
this.m_linearVelocity = null;
this.m_force = null;
this.m_world = null;
this.m_prev = null;
this.m_next = null;
this.m_fixtureList = null;
this.m_controllerList = null;
this.m_jointList = null;
this.m_contactList = null;
}
Step 2
Add code to the end of the method DestroyBody of class b2World:
...
--this.m_bodyCount;
b.Destroy();
}
Step 3
Add this field to the class b2Contact:
...
this.m_swaped = false;
Step 4
Add code to the method Destroy of class b2ContactFactory:
...
var reg = null;
if (contact.m_swaped) {
reg = this.m_registers[type2][type1];
}
else {
reg = this.m_registers[type1][type2];
}
contact.Reset();
...
Step 5
Add code to the method Create of class b2ContactFactory:
...
if (reg.pool) {
c = reg.pool;
reg.pool = c.m_next;
reg.poolCount--;
// <---------------------
if (c.m_swaped) {
c.Reset(fixtureB, fixtureA);
}
else {
c.Reset(fixtureA, fixtureB);
}
// <---------------------
return c;
}
var createFcn = reg.createFcn;
if (createFcn != null) {
if (reg.primary) {
c = createFcn(this.m_allocator);
c.Reset(fixtureA, fixtureB);
c.m_swaped = false; // <------------------
return c;
}
else {
c = createFcn(this.m_allocator);
c.Reset(fixtureB, fixtureA);
c.m_swaped = true; // <------------------
return c;
}
}
...