JSFiddle - React, Tailwind, and code Playground

HTML

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

CSS

body {
  margin: 0;
}

JavaScript

var camera, scene, renderer;
var geometry, material, mesh;

   init();
   animate();

function init() {

  camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 10, 10000);
  camera.position.z = 200;

  scene = new THREE.Scene();

  hemiLight = new THREE.HemisphereLight( 0x0000ff, 0x00ff00, 0.6 );
  scene.add(hemiLight);

  var geometry = new THREE.DodecahedronGeometry(80, 0);

  var material = new THREE.MeshPhongMaterial({
    color: 0xffffff,
    specular: 0xffffff,
    shininess: 1,
    shading: THREE.FlatShading,
    polygonOffset: true,
    polygonOffsetFactor: 1,
    wireframe:true

  });

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

  scene.add(mesh);

  var geo = new THREE.EdgesGeometry( mesh.geometry ); // or WireframeGeometry
  var mat = new THREE.LineBasicMaterial( { color: 0xffffff, linewidth: 2 } );
  var wireframe = new THREE.LineSegments( geo, mat );
  mesh.add( wireframe );

  //outer frame end

  //inner world like object start

  var sphere_material = [
      new THREE.MeshLambertMaterial( { color: 0xffff00, side: THREE.DoubleSide } ),
      new THREE.MeshBasicMaterial( { transparent: true, opacity: 0 } )
  ];

  var sphere_geometry = new THREE.OctahedronGeometry( 60, 3 );
  // assign material to each face
  for( var i = 0; i < sphere_geometry.faces.length; i++ ) {
      sphere_geometry.faces[ i ].materialIndex = THREE.Math.randInt( 0, 1 );
  }

  sphere_geometry.sortFacesByMaterialIndex();

  var sphere_mesh = new THREE.Mesh( sphere_geometry, sphere_material );
  sphere_mesh.position.set(0, 0, 0)
  mesh.add(sphere_mesh);


  renderer = new THREE.WebGLRenderer({
    antialias: true
  });

  renderer.setSize(window.innerWidth, window.innerHeight);
  document.body.appendChild(renderer.domElement);

}
renderer.gammaInput = true;
renderer.gammaOutput = true;

function animate() {

  requestAnimationFrame(animate);

  mesh.rotation.x += 0.003;
  mesh.rotation.y += 0.003;

  renderer.render(scene, camera);

}