Mouse Manipulation with Bounding Box Gizmo

The code is on the page here:
https://polite-sea-04066681e.2.azurestaticapps.net/pointer.html

This issue seems to be for a similar case: Cursor locks to rotating the camera on mouse up outside of iframe - #18 by PolygonalSun

            const canvas = document.getElementById("renderCanvas"); // Get the canvas element
            const engine = new BABYLON.Engine(canvas, true); // Generate the BABYLON 3D engine
            const createScene = function () {
            // Creates a basic Babylon Scene object
            const scene = new BABYLON.Scene(engine);
            // Creates and positions a free camera
            const camera = new BABYLON.FreeCamera("camera1", 
                new BABYLON.Vector3(0, 5, -10), scene);
            // Targets the camera to scene origin
            camera.setTarget(BABYLON.Vector3.Zero());
            // This attaches the camera to the canvas
            camera.attachControl(canvas, true);
            // Creates a light, aiming 0,1,0 - to the sky
            const light = new BABYLON.HemisphericLight("light", 
                new BABYLON.Vector3(0, 1, 0), scene);
            // Dim the light a small amount - 0 to 1
            light.intensity = 0.7;
            // Built-in 'sphere' shape.
            const sphere = BABYLON.MeshBuilder.CreateSphere("sphere", 
                {diameter: 2, segments: 32}, scene);
            // Move the sphere upward 1/2 its height
            sphere.position.y = 1;
            // Built-in 'ground' shape.
            const ground = BABYLON.MeshBuilder.CreateGround("ground", 
                {width: 6, height: 6}, scene);

            const box= BABYLON.BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox(sphere);
            const layer = new BABYLON.UtilityLayerRenderer(scene);
            
            const gizmo = new BABYLON.BoundingBoxGizmo();
            gizmo.attachedMesh = sphere;
            return scene;
        };
        
        const scene = createScene(); //Call the createScene function
        // Register a render loop to repeatedly render the scene
        engine.runRenderLoop(function () {
                scene.render();
        });

        // Watch for browser/canvas resize events
        window.addEventListener("resize", function () {
                engine.resize();
        });