Alright guys! This is my solution. I hope that it will help someone!
/**
* Set White ball direction based on pointer inputs
* @param hitInfo Vector3
*/
public setDirection (hitInfo: Vector3): void {
const direction = hitInfo.subtract(this.getPosition())
const angle = (Math.atan2(direction.z, direction.x) - Math.PI / 2) % (2 * Math.PI)
const vectorUp = new Vector3(0, 1, 0)
const targetRotation = Quaternion.RotationAxis(vectorUp, -angle)
this.setRotationQuaternion(targetRotation) // custom for : this.mesh.rotationQuaternion = quaternion
// this.setRotation(new Vector3(0, -angle, 0))
// this.rotateMesh(vectorUp, -angle, Space.LOCAL)
}