title: Three.js cube face rotation vector in relation to camera
body: <p>I have a rotating sphere on which I have a div attached the example can be viewed here: <a href="https://jsfiddle.net/ao5wdm04/" rel="noreferrer">https://jsfiddle.net/ao5wdm04/</a>
  I calculate the x and y values and place the div using a <code>translate3d</code> transform and that works quite well.</p>
  
  <p>My question is how to can get the values for the <code>rotateX</code>, <code>rotateY</code> and <code>rotateZ</code> or <code>rotate3d</code> transforms so the div "tangents" the  sphere surface. I know the cube mesh faces the sphere center so I assume the rotation vector of the outward facing normal vector in relation to the camera would contain the values I need. But I'm not quite sure how to obtain these.</p>
  
  <p><strong>Update</strong></p>
  
  <p>By using Euler angles I'm almost achieving the desired effect, shown here: <a href="https://jsfiddle.net/ao5wdm04/1/" rel="noreferrer">https://jsfiddle.net/ao5wdm04/1/</a> but the rotation is not large enough. </p>