JSFiddle - React, Tailwind, and code Playground
HTML
<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>
JavaScript
var camera, scene, renderer, orbitControls;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.z = 1;
scene = new THREE.Scene();
var geometry = new THREE.BoxGeometry( 0.2, 0.2, 0.2 );
var material = new THREE.MeshNormalMaterial();
var 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 );
orbitControls = new THREE.OrbitControls( camera, renderer.domElement );
orbitControls.enabled = true;
orbitControls.enableZoom = false;
orbitControls.enablePan = false;
orbitControls.enableDamping = false;
orbitControls.autoRotate = true;
orbitControls.autoRotateSpeed = 10;
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
orbitControls.update();
renderer.render( scene, camera );
}