@name Slerp vs lerp
@persist [Ang1 Ang2]:angle [Q1 Q2]:quaternion T Tchange
if(first()){
Q1 = qRotation(vec(0,1,0),75) #To make it more visible I'm using (75,0,0) to (75,180,180) instead
Q2 = qRotation(vec(0,1,0),30)*Q1
Ang1 = Q1:toAngle()
Ang2 = Q2:toAngle()
print("Interpolating from " + Ang1:toString() + " to " + Ang2:toString()+".")
Tchange = 0.005
for(N=1,4){
holoCreate(N)
#holoModel(N,"prism")
holoScale(N,vec(15,3,3))
Deg = 360*(1-N/4)
holoColor(N,hsv2rgb(vec(Deg,1,1)))
Pos = 100*vec(cos(Deg),sin(Deg),0)
holoPos(N,entity():toWorld(Pos) + vec(0,0,100))
}
holoAng(1,Ang1)
holoAng(2,Ang2)

runOnTick(1)
#for(N=1,2){holoAlpha(N,0)}
}
T += Tchange
if(T == round(T)){Tchange*=-1}
Lerp = Ang1*(3-T) + Ang2*T
Slerp = slerp(Q1,Q2,T)
holoAng(3,Lerp)
holoAng(4,Slerp:toAngle())
