Slerp For Vector3 Implementation
using { /UnrealEngine.com/Temporary/SpatialMath }
VSlerp(V1:vector3,V2:vector3,Interpolation:float):vector3=
ClampedInterpolation := Clamp(Interpolation, 0.0, 1.0)
Dot := DotProduct(V1,V2)
ThetaRad := ArcCos(Dot)
SinTheta := Sin(ThetaRad)
if(SinTheta = 0.0):
return Lerp(V1,V2,Interpolation)
V3 := Sin((1.0- ClampedInterpolation) * ThetaRad) / SinTheta * V1
V4 := Sin(ClampedInterpolation * ThetaRad) / SinTheta * V2
Result :vector3 = V3 + V4
return Result