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-rw-r--r--scene/2d/physics/joints/joint_2d.cpp8
-rw-r--r--scene/3d/physics/joints/joint_3d.cpp8
2 files changed, 12 insertions, 4 deletions
diff --git a/scene/2d/physics/joints/joint_2d.cpp b/scene/2d/physics/joints/joint_2d.cpp
index 5f61bebbb1..c27511393e 100644
--- a/scene/2d/physics/joints/joint_2d.cpp
+++ b/scene/2d/physics/joints/joint_2d.cpp
@@ -117,8 +117,12 @@ void Joint2D::_update_joint(bool p_only_free) {
ba = body_a->get_rid();
bb = body_b->get_rid();
- body_a->connect(SceneStringName(tree_exiting), callable_mp(this, &Joint2D::_body_exit_tree));
- body_b->connect(SceneStringName(tree_exiting), callable_mp(this, &Joint2D::_body_exit_tree));
+ if (!body_a->is_connected(SceneStringName(tree_exiting), callable_mp(this, &Joint2D::_body_exit_tree))) {
+ body_a->connect(SceneStringName(tree_exiting), callable_mp(this, &Joint2D::_body_exit_tree));
+ }
+ if (!body_b->is_connected(SceneStringName(tree_exiting), callable_mp(this, &Joint2D::_body_exit_tree))) {
+ body_b->connect(SceneStringName(tree_exiting), callable_mp(this, &Joint2D::_body_exit_tree));
+ }
PhysicsServer2D::get_singleton()->joint_disable_collisions_between_bodies(joint, exclude_from_collision);
}
diff --git a/scene/3d/physics/joints/joint_3d.cpp b/scene/3d/physics/joints/joint_3d.cpp
index dac52a4dd8..88ae49beaa 100644
--- a/scene/3d/physics/joints/joint_3d.cpp
+++ b/scene/3d/physics/joints/joint_3d.cpp
@@ -108,12 +108,16 @@ void Joint3D::_update_joint(bool p_only_free) {
if (body_a) {
ba = body_a->get_rid();
- body_a->connect(SceneStringName(tree_exiting), callable_mp(this, &Joint3D::_body_exit_tree));
+ if (!body_a->is_connected(SceneStringName(tree_exiting), callable_mp(this, &Joint3D::_body_exit_tree))) {
+ body_a->connect(SceneStringName(tree_exiting), callable_mp(this, &Joint3D::_body_exit_tree));
+ }
}
if (body_b) {
bb = body_b->get_rid();
- body_b->connect(SceneStringName(tree_exiting), callable_mp(this, &Joint3D::_body_exit_tree));
+ if (!body_b->is_connected(SceneStringName(tree_exiting), callable_mp(this, &Joint3D::_body_exit_tree))) {
+ body_b->connect(SceneStringName(tree_exiting), callable_mp(this, &Joint3D::_body_exit_tree));
+ }
}
PhysicsServer3D::get_singleton()->joint_disable_collisions_between_bodies(joint, exclude_from_collision);