const house = new THREE.Group()
scene.add(house)
...
house.add(walls)
...
house.add(roof)
const angle = Math.random() * Math.PI * 2 // Random angle
const radius = 3 + Math.random() * 6 // Random radius
const x = Math.cos(angle) * radius // Get the x position using cosinus
const z = Math.sin(angle) * radius // Get the z position using sinus
// Create the mesh
const grave = new THREE.Mesh(graveGeometry, graveMaterial)
// Position
grave.position.set(x, 0.3, z)
const fog = new THREE.Fog('#262837', 1, 15)
scene.fog = fog
renderer.setClearColor('#262837')
grassColorTexture.repeat.set(8, 8)
grassAmbientOcclusionTexture.repeat.set(8, 8)
grassNormalTexture.repeat.set(8, 8)
grassRoughnessTexture.repeat.set(8, 8)
grassColorTexture.wrapS = THREE.RepeatWrapping
grassAmbientOcclusionTexture.wrapS = THREE.RepeatWrapping
grassNormalTexture.wrapS = THREE.RepeatWrapping
grassRoughnessTexture.wrapS = THREE.RepeatWrapping
grassColorTexture.wrapT = THREE.RepeatWrapping
grassAmbientOcclusionTexture.wrapT = THREE.RepeatWrapping
grassNormalTexture.wrapT = THREE.RepeatWrapping
grassRoughnessTexture.wrapT = THREE.RepeatWrapping