I have a camera (in a custom 3D engine) that accepts a quaternion for the rotation transform. I have two 3D points representing a camera and an object to look at. I want to calculate the quaternion that looks from the camera to the object, while respecting the world up axis.
This question asks for the same thing without the "up" vector. All three answers result in the camera pointing in the correct direction, but rolling (as in yaw/pitch/roll; imagine leaning your head onto your ear while looking at something).
I can calculate an orthonormal basis of vectors that match the desired coordinate system by:
lookAt = normalize(target - camera)
sideaxis = cross(lookAt, worldUp)
rotatedup = cross(sideaxis, lookAt)
How can I create a quaternion from those three vectors? This question asks for the same thing...but unfortunately the only and accepted answer says ~"let's assume you don't care about roll", and then goes about ignoring the up axis. I do care about roll. I don't want to ignore the up axis.
