function (from, to) {
    this.lerpingRotation = true;
    this.startLerpTimeRotation = this.now();
    this.startRotation = new THREE.Quaternion();
    this.startRotation.setFromEuler(
        new THREE.Euler(degToRad(from.x), degToRad(from.y), degToRad(from.z), 'YXZ'));
    this.targetRotation = new THREE.Quaternion();
    this.targetRotation.setFromEuler(
        new THREE.Euler(degToRad(to.x), degToRad(to.y), degToRad(to.z), 'YXZ'));
  }
function (from, to) {
    this.lerpingRotation = true;
    this.startLerpTimeRotation = this.now();
    this.startRotation = new THREE.Quaternion();
    this.startRotation.setFromEuler(
        new THREE.Euler(degToRad(from.x), degToRad(from.y), degToRad(from.z), 'YXZ'));
    this.targetRotation = new THREE.Quaternion();
    this.targetRotation.setFromEuler(
        new THREE.Euler(degToRad(to.x), degToRad(to.y), degToRad(to.z), 'YXZ'));
  }
function ( from , to ) { this . lerpingRotation = true ; this . startLerpTimeRotation = this . now ( ) ; this . startRotation = new THREE . Quaternion ( ) ; this . startRotation . setFromEuler ( new THREE . Euler ( degToRad ( from . x ) , degToRad ( from . y ) , degToRad ( from . z ) , 'YXZ' ) ) ; this . targetRotation = new THREE . Quaternion ( ) ; this . targetRotation . setFromEuler ( new THREE . Euler ( degToRad ( to . x ) , degToRad ( to . y ) , degToRad ( to . z ) , 'YXZ' ) ) ; }
Start lerp to euler rotation (vec3,'YXZ')
Start lerp to euler rotation ( vec3 YXZ )