JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.2.4/jquery.min.js"></script>
<link rel="stylesheet" href="https://ajax.googleapis.com/ajax/libs/jqueryui/1.11.4/themes/smoothness/jquery-ui.css">
<script src="https://ajax.googleapis.com/ajax/libs/jqueryui/1.11.4/jquery-ui.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/threejs/r76/three.min.js"></script>
<div id="myView" style="width: 500px; height: 500px; border: 1px solid;">

</div>
<div>
  X
  <input type="number" id="xRotation" min="-85" max="90" value = 0 step = 5>
</div>
<div>
  Y
  <input type="number" id="yRotation" min="-85" max="90" value = 0 step = 5>
</div>
<div>
  Z
  <input type="number" id="zRotation" min="-85" max="90" value = 0 step= 5>
</div>

JavaScript

$(function() {
	function toRadians(angle) {
		return angle * (Math.PI / 180);
	};
	
	
	var width  = $("#myView").width();
	var height = $("#myView").height();
	var maxSlide = 180;
	var minSlide = -180;
	
	$("#xRotation").on("change", doRotate);
	$("#yRotation").on('change', doRotate);
	$("#zRotation").on('change', doRotate);
  
  function doRotate() {
			var x = toRadians($("#xRotation").val());
			var y = toRadians($("#yRotation").val());
			var z = toRadians($("#zRotation").val());

      cube.quaternion.setFromEuler(new THREE.Euler(x, y , z));
  }
	
	var scene = new THREE.Scene();
	var camera = new THREE.PerspectiveCamera( 75, width/height, 0.1, 1000 );

	var renderer = new THREE.WebGLRenderer();
	renderer.setClearColor( 0xffffff );
	renderer.setSize(width, height);

	$("#myView").append(renderer.domElement);

	var geometry = new THREE.BoxGeometry( 1, 2, 3 );
	var material = new THREE.MeshBasicMaterial( { color: 0x0f0f0f, wireframe: true } );
  var localAxes = new THREE.AxisHelper(2);

	var cube = new THREE.Mesh( geometry, material );
  cube.add(localAxes);
	scene.add( cube );


	var light = new THREE.AmbientLight( 0xf0f0f0 ); // soft white light
	scene.add( light );

  var worldAxes = new THREE.AxisHelper(5);
  scene.add(worldAxes);
	camera.position.z = 5;

	var render = function () {
		requestAnimationFrame( render );
		renderer.render(scene, camera);
    	};

	render();
});