Is this not what you're trying to achieve?
http://www.gamedev.net/ref
I'm not absolutely clear what you mean by "find quaternion (or axis/angle or Euler angle) rotation given forward/up vectors". Do you mean that you're given the forward/up vectors of the camera, and you wish to rotate the scene using quaternions (so as to give the effect that the camera is at an angle)?
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by: ikeworkPosted on 2009-08-22 at 02:56:42ID: 25158068
Hi ImNotJimboJones,
com/maths/ geometry/r otations/ c onversions /matrixToQ uaternion/ index.htm
If you have the forward/up vectors, then you have practically the 3x3 orientation matrix, you just need the cross-product of both, then you have the right vector
right-vector -> 1. column
up-vector -> 2. column
forward-vector -> 3. column
This page is about the conversion:
http://www.euclideanspace.
Below is the source for the matrix-quaternion conversion:
ike
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