JSFiddle - React, Tailwind, and code Playground

HTML

<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

CSS

body {
	  margin: 0;
}

JavaScript

var camera, scene, renderer;
var geometry, material, mesh,
		//groupA is parent of groupB
		//groupB is parent of cubeC
		groupA,groupB,cubeC;

var speed = 0.01;
var matrix = new THREE.Matrix4();

init();
animate();

function init() {

	camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 100 );
	camera.position.z = 5;

	scene = new THREE.Scene();

	geometry = new THREE.BoxGeometry( 0.2, 0.2, 0.2 );
	material = new THREE.MeshNormalMaterial();

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

	groupA=new THREE.Group();
	groupA.position.set(-2,1,-2);
	scene.add(groupA);

	groupB=new THREE.Group();
	groupB.position.set(-8,3,0);
	groupA.add(groupB);

	cubeC=new THREE.Mesh(new THREE.BoxGeometry(1,1,1),new THREE.MeshBasicMaterial());
	cubeC.position.set(1,1,0);
	groupA.add(cubeC);
	cubeC.matrixAutoUpdate = false;

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

	var controls = new THREE.OrbitControls( camera, renderer.domElement );

}

function animate() {

	requestAnimationFrame( animate );

	mesh.position.y += speed;
	mesh.rotation.y += speed
	mesh.scale.addScalar( speed );

	mesh.updateMatrixWorld();

	matrix.getInverse( cubeC.matrixWorld );
	matrix.multiply( mesh.matrixWorld );
	cubeC.matrix.multiply( matrix );

	renderer.render( scene, camera );

}