JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js"></script>
	<script>
  /**
 * @author qiao / https://github.com/qiao
 * @author mrdoob / http://mrdoob.com
 * @author alteredq / http://alteredqualia.com/
 * @author WestLangley / http://github.com/WestLangley
 * @author erich666 / http://erichaines.com
 */

// This set of controls performs orbiting, dollying (zooming), and panning.
// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
//
//    Orbit - left mouse / touch: one finger move
//    Zoom - middle mouse, or mousewheel / touch: two finger spread or squish
//    Pan - right mouse, or arrow keys / touch: three finger swipe

THREE.OrbitControls = function (object, domElement) {

	this.object = object;

	this.domElement = (domElement !== undefined) ? domElement : document;

	// Set to false to disable this control
	this.enabled = true;

	// "target" sets the location of focus, where the object orbits around
	this.target = new THREE.Vector3();

	// How far you can dolly in and out ( PerspectiveCamera only )
	this.minDistance = 0;
	this.maxDistance = Infinity;

	// How far you can zoom in and out ( OrthographicCamera only )
	this.minZoom = 0;
	this.maxZoom = Infinity;

	// How far you can orbit vertically, upper and lower limits.
	// Range is 0 to Math.PI radians.
	this.minPolarAngle = 0; // radians
	this.maxPolarAngle = Math.PI; // radians

	// How far you can orbit horizontally, upper and lower limits.
	// If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].
	this.minAzimuthAngle = - Infinity; // radians
	this.maxAzimuthAngle = Infinity; // radians

	// Set to true to enable damping (inertia)
	// If damping is enabled, you must call controls.update() in your animation loop
	this.enableDamping = false;
	this.dampingFactor = 0.25;

	// This option actually enables dollying in and out; left as "zoom" for backwards compatibility.
	// Set to false to disable zooming
	this.enableZoom =...

CSS

body {
			color: #000;
			font-family: Monospace;
			font-size: 13px;
			text-align: center;
			font-weight: bold;

			background-color: #fff;
			margin: 0px;
			overflow: hidden;
		}

		#info {
			color: #000;
			position: absolute;
			top: 0px;
			width: 100%;
			padding: 5px;

		}

		a {
			color: red;
		}

JavaScript

var camera, controls, scene, renderer;

		init();
		render(); // remove when using next line for animation loop (requestAnimationFrame)
		//animate();

		function init() {


			camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
			camera.position.z = 500;

			renderer = new THREE.WebGLRenderer();
			renderer.setPixelRatio(window.devicePixelRatio);
			renderer.setSize(window.innerWidth, window.innerHeight);

			controls = new THREE.OrbitControls(camera, renderer.domElement);
			controls.addEventListener('change', render); // remove when using animation loop
			// enable animation loop when using damping or autorotation
			//controls.enableDamping = true;
			//controls.dampingFactor = 0.25;
			controls.enableZoom = true;

			scene = new THREE.Scene();
			scene.background = new THREE.Color(0xcccccc);
			scene.fog = new THREE.FogExp2(0xcccccc, 0.002);


			var container = document.getElementById('container');
			container.appendChild(renderer.domElement);

			// world

			var geometry = new THREE.CylinderGeometry(0, 10, 30, 4, 1);
			var material = new THREE.MeshPhongMaterial({ color: 0xffffff, flatShading: true });

			for (var i = 0; i < 75000; i++) {
				var lod = new THREE.LOD();
				var mesh = new THREE.Mesh(geometry, material);
				mesh.position.x = (Math.random() - 0.5) * 1000;
				mesh.position.y = (Math.random() - 0.5) * 1000;
				mesh.position.z = (Math.random() - 0.5) * 1000;
				mesh.updateMatrix();
				mesh.matrixAutoUpdate = false;
				lod.addLevel(mesh, i * 75);
				scene.add(lod);
				// scene.add( mesh );

			}
			// lights

			var light = new THREE.DirectionalLight(0xffffff);
			light.position.set(1, 1, 1);
			scene.add(light);

			var light = new THREE.DirectionalLight(0x002288);
			light.position.set(-1, -1, -1);
			scene.add(light);

			var light = new THREE.AmbientLight(0x222222);
			scene.add(light);

		}

		function onWindowResize() {

			camera.aspect = window.innerWidth /...