This solved it for me.
let startQuaternion;
let endQuaternion;
let getQuaternionFromVectors = (vecFrom, vecTo) => {
return new THREE.Quaternion().setFromUnitVectors(vecFrom, vecTo);
}
function go(){
startQuaternion = sphere.quaternion.normalize();
endQuaternion = getQuaternionFromVectors( aMesh.position.normalize(), destination.normalize() );
let inBetween = startQuaternion.slerp( endQuaternion, 1 );
sphere.setRotationFromQuaternion(inBetween);
}