I am trying to make a function that randomizes the placement of some clouds I imported, but the problem is, it generates the amount of clouds, but in the same position! I randomized the position, but when the code runs I have like 10 clouds in the same position. What can I do? this is the code:
loader.load('/clouds/clouds1/scene.gltf', function (clouds1) {
var clouds1array = []
function addClouds1(){
for (var i = 1; i < 10; i++) {
const clouds1Mesh = clouds1.scene
const clouds1Position = clouds1Mesh.position
clouds1Position.x = Math.random() * 10
clouds1Position.y = Math.random() * 10
clouds1Position.z = (Math.random() - 0.5 ) * 300
clouds1Mesh.scale.setX(0.05)
clouds1Mesh.scale.setY(0.05)
clouds1Mesh.scale.setZ(0.05)
scene.add(clouds1Mesh)
clouds1array.push(clouds1Mesh)
}
}
addClouds1()
})
edit: clouds1.scene structure is this:
I don't know why it has this amount of children, I tried to solve with the answer, but it still does not work. The 3rd child in the end contains the mesh, and I tried using that for it to work, but it says that I cannot use it in the scene.add() function
edit: I solved the problem! I just had to put the for loop outside the load function
for(let i = 0; i < 30; i+= 3)
loader.load('/clouds/clouds1/scene.gltf', function (clouds1) {
const cloud = clouds1.scene
const child1 = clouds1.scene.children[0].children[0].children[0].children[2].children[0]
child1.material = new THREE.MeshStandardMaterial({ emissive: 'white', emissiveIntensity: 0.5})
cloud.scale.set(0.05, 0.05, 0.05)
cloud.position.x = (Math.random() - 0.5) * 500
cloud.position.y = (Math.random() + ((Math.random() + 20 ) + 70))
cloud.position.z = (Math.random() - 1) * 500
cloud.rotation.x = Math.random()
cloud.rotation.y = Math.random()
cloud.rotation.z = Math.random()
scene.add(cloud)
})