JSFiddle - React, Tailwind, and code Playground

CSS

body {
	  margin: 0;
}
canvas {
	display: block;
}

JavaScript

var camera, scene, renderer;
var geometry, material, mesh, container;

import * as THREE from 'https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js';
import { OrbitControls } from 'https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/controls/OrbitControls.js';

init();
animate();

function init() {

    camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 100 );
    camera.position.z = 10;    
    camera.position.y = 5;


    scene = new THREE.Scene();
    scene.add(new THREE.AxisHelper(5))

    geometry = new THREE.BoxBufferGeometry();

    mesh = new THREE.Mesh( geometry, new THREE.MeshNormalMaterial() );
    mesh.add(new THREE.AxisHelper(1))
    mesh.position.set(0, 0, 3);
    // scene.add( mesh );
    
    container = new THREE.Object3D();
    container.position.set(5, 0, 0);
    container.add(mesh);
    container.add(new THREE.AxisHelper(3))
    
    container.rotateY(Math.PI / 4)
    
    scene.add(container);

    renderer = new THREE.WebGLRenderer( { antialias: true } );
    renderer.setSize( window.innerWidth, window.innerHeight );
    document.body.appendChild( renderer.domElement );
    
    var controls = new OrbitControls( camera, renderer.domElement );

		mesh.updateMatrixWorld( true );
		container.updateMatrixWorld( true );

		console.log(mesh.position, mesh.rotation);
    let worldPosition = new THREE.Vector3();
    let worldQuaternion = new THREE.Quaternion();
    mesh.getWorldPosition(worldPosition);
    mesh.getWorldQuaternion(worldQuaternion);
    
    let eulerRotation = new THREE.Euler().setFromQuaternion(worldQuaternion)
    
    console.log(worldPosition, eulerRotation);
}

function animate() {

    requestAnimationFrame( animate );
    renderer.render( scene, camera );

}