JSFiddle - React, Tailwind, and code Playground

HTML

<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.js"></script>

CSS

body {
	  margin: 0;
}

JavaScript

var camera, scene, renderer, raycaster, mesh, marker;

var mouse = new THREE.Vector2();
var intersections = [];

init();
animate();

function init() {

    camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
    camera.position.z = 3;

    scene = new THREE.Scene();
		raycaster = new THREE.Raycaster();
		
		//
		
		const markerGeometry = new THREE.SphereGeometry( 0.05 );
		const makerMaterial = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
		marker = new THREE.Mesh( markerGeometry, makerMaterial );
		scene.add( marker );
		
		//

    var geometry = new THREE.TorusBufferGeometry( 1, 0.05, 8, 64 );
    var material = new THREE.MeshNormalMaterial();

    mesh = new THREE.Mesh( geometry, material );
    scene.add( mesh );

    renderer = new THREE.WebGLRenderer( { antialias: true } );
		renderer.setPixelRatio( window.devicePixelRatio );
    renderer.setSize( window.innerWidth, window.innerHeight );
    document.body.appendChild( renderer.domElement );
		
		document.addEventListener( 'mousemove', onDocumentMouseMove, false );
		window.addEventListener( 'resize', onWindowResize, false );

}

function onWindowResize() {

		camera.aspect = window.innerWidth / window.innerHeight;
		camera.updateProjectionMatrix();
		renderer.setSize( window.innerWidth, window.innerHeight );

}

function onDocumentMouseMove() {

		mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
		mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
				
}

function animate() {

    requestAnimationFrame( animate );
		
		raycaster.setFromCamera( mouse, camera );
		
		raycaster.intersectObject( mesh, false, intersections );
		
		if ( intersections.length > 0 ) {
		
			var intersectionPoint = intersections[ 0 ].point;
			marker.position.copy( intersectionPoint );
			marker.visible = true;
			
		
		} else {
		
			marker.visible = false;
		
		}
		
		intersections.length = 0; // reset the result array
		
    renderer.render( scene, camera );

}