I am using a particle system to evenly distribute points on a sphere. That works great. I then place instances of a given geometry on those points. This part also works. I would
If you want you cubes to be rotated so they are tangent to the sphere, then think of each cube as being on the end of a stick.
The stick is an Object3D
located at the origin. The cube is a child of the stick located at ( 0, 0, r )
. Now rotate the stick to where you want. ( But avoid the north and south poles. )
var parent = new THREE.Object3D();
scene.add( parent );
var stick = new THREE.Object3D();
var point = new THREE.Vector3( x, y, z );
stick.lookAt( point );
parent.add( stick );
var geometry = new THREE.CubeGeometry( 25, 25, 25, 1, 1, 1 );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( 0, 0, r );
stick.add( mesh );
three.js r.64