I need the rotation Quaternion of an object, I have it's foward and up directions (as 3D vectors), so I thought it would be easy to create a Quaternion rotation from that, but I can't seem to get it right.
I'm sure there are multiple ways to do this. (with or without matrices for example) I just need one that always works.
I'm working in C++, directx, so I have the DirectXMath libraries available to use.
Turns out there's an easy way to do this with the directx, as there is a function that creates the TransformationMatrix from forward and upvector.
I'm leaving this open, as I'm still interested in knowing how to do this manually. (withouth directx)