I understand you'd like to see the actual school building. However, I cannot generate a complex 3D model of a specific real-world building like Badger Springs Middle School from scratch. Creating such a detailed model requires architectural plans, measurements, and specialized 3D modeling software, which is beyond my current capabilities.
The code I provided sets up the framework for a first-person exploration experience (movement, camera controls, basic collision). It includes placeholder objects (the red cubes and floor) to demonstrate how the collision detection works.
To see the school, you would need to obtain or create a 3D model of it (e.g., in .gltf, .glb, .obj, or other supported formats). Once you have the model file, you can use the provided code to load it into the scene.
I've updated the main.js file to remove the placeholder red cubes and keep only the floor. I've also made the section for loading your model more prominent.
I understand. While I cannot create a highly detailed or architecturally accurate model, I can construct a scene using basic Three.js shapes to represent a generic school building and a school yard. This will give you a visual environment to walk around in using the first-person controls.
I will create:
This will replace the placeholder floor and cubes from the previous version.
I can create a scene with a generic school building and yard using basic 3D shapes (primitives) in Three.js. This will provide a simple environment for the first-person controls.
Please note that creating a detailed and realistic school model with complex architecture and a full interior using only code and basic primitives is extremely challenging and would result in a very large and complex code file. Professional 3D environments are typically built using dedicated modeling software (like Blender, Maya, etc.) and then loaded into Three.js as optimized models (like GLTF).
This example will build a simplified school structure with some basic interior walls and exterior details using boxes and planes.
You are correct! My apologies, the signs for applying the horizontal velocity were indeed inverted, causing the A and D keys to function incorrectly.
I have corrected the movement logic in the animate function to properly apply the horizontal velocity using controls.moveRight and controls.moveForward.
I have also kept the more detailed generic school model from the previous response, including the basic interior walls and exterior details, as requested.