JSFiddle - React, Tailwind, and code Playground

HTML

<html>
<head>
    <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js"></script>
    <script type="text/javascript" src="http://mrdoob.github.com/three.js/build/Three.js"></script>
</head>
<body>
    <div id="3d_scene"></div>

</body>
</html>

JavaScript

// jsHint
/*global window */
/*global THREE */

// requestAnim shim layer by Paul Irish
window.requestAnimFrame = (function() {
    return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
    function( /* function */ callback, /* DOMElement */ element) {
        window.setTimeout(callback, 1000 / 60);
    };
})();

var App = {};

App = function(sceneContainerName) {
    this.sceneContainerName = sceneContainerName;

    this.SCREEN_WIDTH = window.innerWidth;
    this.SCREEN_HEIGHT = window.innerHeight;

    this.NUM_HORIZONTAL_LINES = 40;
    this.controls = {};

    this.init();
};

App.prototype = {
    init: function() {
        // init scene
        this.scene = new THREE.Scene();
        // init projector
        this.projector = new THREE.Projector();

        // init camera
        // View Angle, Aspect, Near, Far
        this.camera = new THREE.PerspectiveCamera(60, this.SCREEN_WIDTH / this.SCREEN_HEIGHT, 0.01, 10000);
        // set camera position
        this.camera.position.x = 0;
        this.camera.position.y = 0;
        this.camera.position.z = 15;

        // add the camera to the scene
        this.scene.add(this.camera);

        // init renderer
        this.renderer = new THREE.CanvasRenderer();
        // start the renderer
        this.renderer.setSize(this.SCREEN_WIDTH, this.SCREEN_HEIGHT);

        this.initTrackballControl();

        var me = this;

        // attach the render-supplied DOM element
        var container = document.getElementById(this.sceneContainerName);
        container.appendChild(this.renderer.domElement);

        this.animate();

        // Position of this call matters
        // The render is updating something
        // to make all of the 
        // projector.unprojectVector calls work
        this.drawGrid(this.NUM_HORIZONTAL_LINES);
    },

    initTrackballControl: function() {
       ...