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;

init();
animate();

function init() {

    camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 );
    camera.position.z = 10;

    scene = new THREE.Scene();
    scene.background = new THREE.Color( 0x3333ff );

    var boxGeometry = new THREE.BoxGeometry( 1, 1, 1 ); // you can reuse geometries when creating meshes (same for materials)
    var sphereGeometry = new THREE.SphereGeometry( 1, 32, 32 );
    
    var material1 = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
    var material2 = new THREE.MeshBasicMaterial( { color: 0xFF00FF } );
    var material3 = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
   
    var cube1 = new THREE.Mesh( boxGeometry, material1 );
    cube1.position.x = - 5; // you need to translate your objects in order to see everything
    
    var cube2 = new THREE.Mesh( boxGeometry, material2 );
    cube2.position.x = 0;
    
    var sphere = new THREE.Mesh( sphereGeometry, material3 );
    sphere.position.x = 5;

    // add objects
    
    scene.add( cube1 );
    scene.add( cube2 );
    scene.add( sphere );
    
    renderer = new THREE.WebGLRenderer( { antialias: true } );
    renderer.setPixelRatio( window.devicePixelRatio );
    renderer.setSize( window.innerWidth, window.innerHeight );
    document.body.appendChild( renderer.domElement );
    
    var controls = new THREE.OrbitControls( camera );
    
    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 );
    renderer.render( scene, camera );

}