JSFiddle - React, Tailwind, and code Playground

HTML

<canvas id="c"></canvas>

CSS

html, body {
  margin: 0;
  height: 100%;
}
#c {
  width: 100%;
  height: 100%;
  display: block;
}

JavaScript

// Three.js - Load .OBJ ?
// from https://threejsfundamentals.org/threejs/threejs-load-obj-no-materials.html


import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r110/build/three.module.js';
import {OrbitControls} from 'https://threejsfundamentals.org/threejs/resources/threejs/r110/examples/jsm/controls/OrbitControls.js';
import {OBJLoader2} from 'https://threejsfundamentals.org/threejs/resources/threejs/r110/examples/jsm/loaders/OBJLoader2.js';

function main() {
  const canvas = document.querySelector('#c');
  const renderer = new THREE.WebGLRenderer({canvas});

  const fov = 45;
  const aspect = 2;  // the canvas default
  const near = 1;
  const far = 100;
  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  camera.position.set(0, 10, 20);

  const controls = new OrbitControls(camera, canvas);
  controls.target.set(0, 5, 0);
  controls.update();

  const scene = new THREE.Scene();
  scene.background = new THREE.Color('white');

  {
    const planeSize = 40;

    const loader = new THREE.TextureLoader();
    const texture = loader.load('https://threejsfundamentals.org/threejs/resources/images/checker.png');
    texture.wrapS = THREE.RepeatWrapping;
    texture.wrapT = THREE.RepeatWrapping;
    texture.magFilter = THREE.NearestFilter;
    const repeats = planeSize / 2;
    texture.repeat.set(repeats, repeats);

    const planeGeo = new THREE.PlaneBufferGeometry(planeSize, planeSize);
    const planeMat = new THREE.MeshPhongMaterial({
      map: texture,
      side: THREE.DoubleSide,
    });
    const mesh = new THREE.Mesh(planeGeo, planeMat);
    mesh.rotation.x = Math.PI * -.5;
    // scene.add(mesh);
  }

  {
    const skyColor = 0xB1E1FF;  // light blue
    const groundColor = 0xB97A20;  // brownish orange
    const intensity = 1;
    const light = new THREE.HemisphereLight(skyColor, groundColor, intensity);
    scene.add(light);
  }

  {
    const color = 0xFFFFFF;
    const intensity = 1;
    const light =...