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>
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 );
}