JSFiddle - React, Tailwind, and code Playground

CSS

body {
  margin: 0;
}

canvas {
  display: block;
}

JavaScript

import * as THREE from 'https://threejs.org/build/three.module.js';

import { DragControls } from 'https://threejs.org/examples/jsm/controls/DragControls.js';
import { OrbitControls } from 'https://threejs.org/examples/jsm/controls/OrbitControls.js';

var container;
var camera, scene, renderer;
var controls, group;
var objects = [];
var enableSelection = false;

var mouse = new THREE.Vector2(), raycaster = new THREE.Raycaster();

init();

function init() {

	container = document.createElement( 'div' );
	document.body.appendChild( container );

	camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 5000 );
	camera.position.z = 1000;

	scene = new THREE.Scene();
	scene.background = new THREE.Color( 0xf0f0f0 );

	scene.add( new THREE.AmbientLight( 0x505050 ) );

	var light = new THREE.SpotLight( 0xffffff, 1.5 );
	light.position.set( 0, 500, 2000 );
	light.angle = Math.PI / 9;

	light.castShadow = true;
	light.shadow.camera.near = 1000;
	light.shadow.camera.far = 4000;
	light.shadow.mapSize.width = 1024;
	light.shadow.mapSize.height = 1024;

	scene.add( light );

	group = new THREE.Group();
	scene.add( group );

	var geometry = new THREE.BoxBufferGeometry( 40, 40, 40 );

	for ( var i = 0; i < 200; i ++ ) {

		var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );

		object.position.x = Math.random() * 1000 - 500;
		object.position.y = Math.random() * 600 - 300;
		object.position.z = Math.random() * 800 - 400;

		object.rotation.x = Math.random() * 2 * Math.PI;
		object.rotation.y = Math.random() * 2 * Math.PI;
		object.rotation.z = Math.random() * 2 * Math.PI;

		object.scale.x = Math.random() * 2 + 1;
		object.scale.y = Math.random() * 2 + 1;
		object.scale.z = Math.random() * 2 + 1;

		object.castShadow = true;
		object.receiveShadow = true;

		scene.add( object );

		objects.push( object );

	}

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