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>

CSS

body {
	  margin: 0;
}

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 );
		
}