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tool
extends Node

export(String) var terrain1path = "" setget t1update
export(String) var terrain2path = "" setget t2update
export(bool) var seam = 0 setget makeseam
export(Vector3) var winddir = Vector3.ZERO

var terr1
var terr2

func t1update(p):
	terrain1path = p
	terr1 = get_node(terrain1path)
func t2update(p):
	terrain2path = p
	terr2 = get_node(terrain2path)

#makes adjacent terrain (terr2) snap to given terrain (terr1) on their border
func makeseam(_p):
#	var t1pos: Vector3 = terr1.transform.origin
#	var t2pos: Vector3 = terr2.transform.origin
#	var t1data = terr1.get_data()
#	var t2data = terr2.get_data()
#	var heightmap1: Image = t1data.get_image(t1data.CHANNEL_HEIGHT)
#	var heightmap2: Image = t2data.get_image(t2data.CHANNEL_HEIGHT)
#
#	if heightmap1.get_height() != heightmap2.get_height():
#		return
#	var sidelength = heightmap1.get_height()
#	heightmap2.lock()
#	heightmap1.lock()
	
	#if t1pos.distance_squared_to(t2pos) != heightmap1.get_height()*heightmap1.get_height():
	#	return
	pass
#	var side : int = 0
#	var is_x : bool
#	if t1pos.x == t2pos.x:
#		is_x = false
#		if t1pos.z > t2pos.z:
#			side = sidelength-1
#	elif t2pos.z == t2pos.z:
#		is_x = true
#		if t1pos.x > t2pos.x:
#			side = sidelength-1
#	else:
#		return
#
#	var oside = sidelength-1-side
#
#	for i in sidelength:
#		if is_x:
#			heightmap2.set_pixel(side, i, heightmap1.get_pixel(oside, i))
#		else:
#			heightmap2.set_pixel(i, side, heightmap1.get_pixel(i, oside))
#
#	heightmap2.unlock()
#	heightmap1.unlock()
#
#	var modified_region = Rect2(Vector2(), heightmap2.get_size())
#	t2data.notify_region_change(modified_region, t2data.CHANNEL_HEIGHT)
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
#	pass