// Fill the mapNoise matrix with all the necessary noise values for the playing field void CalculateAllNoise() { // If the noise is a 2d heightmap if (dim == DIMENSIONS.TWO_DIMENSIONAL_NOISE) { // generate all the noise for the chunks to reference and grab mapNoise = Noise.Generate2DNoise(xMatrix, yMatrix, zMatrix, seed, scale, octaves, persistance, lacurnarity, offset2D, openMiddle); } else if (dim == DIMENSIONS.THREE_DIMENSIONAL_NOISE) // if the noise is a 3d map { mapNoise = Noise.Generate3DNoise(xMatrix, yMatrix, zMatrix, seed, scale, octaves, persistance, lacurnarity, offset3D); } else // if the noise is a half full map { mapNoise = Noise.GenerateHallFullField(xMatrix, yMatrix, zMatrix); } }