Hello everyone, I'm creating a level editor with the physics engine (wasm variant), and I noted some strange behaviour with the collision listener. When the ball reaches the edge of the screen, the ball is deleted, except in the following case:

Then, when I change the rotation of that platform which is holding the balls:

So, it seems like in the first screenshot, the platform is at such an angle where the collision listeners don't pick up the new collision, and they roll through it.
listener = new Box2D.JSContactListener();
listener.BeginContact = function (contactPtr) {
var contact = Box2D.wrapPointer( contactPtr, Box2D.b2Contact );
var fixtureA = contact.GetFixtureA();
var fixtureB = contact.GetFixtureB();
if(fixtureA.GetType() == 1){
body = fixtureB.GetBody();
deleteList.push(userData[body.GetUserData()]);
}
}
listener.EndContact = function() {};
listener.PreSolve = function() {};
listener.PostSolve = function() {};
world.SetContactListener(listener);
This is the code being used for collision handling. It's not a problem for me, I'm just curious why it's happening and thought the Box2D team might like to know about it.