I am trying to move my camera smoothly. I use eye, up and side vectors and camera position to hold camera properties. Moving camera is OK, I am using a beizer curve and interpolate my camera position along with that curve.
However I am stuck with camera rotation. I have my initial and final eye up and side vectors but couldn't get far with this information. I google a bit and I suppose I should use quaternions but I couldn't find how I can convert between my structure and quaternions. There are answers for pitch roll and yaw but I couldn't even be able to calculate them (I only managed to find pitch & roll from eye vector).
So basically I want to be able to convert between
eye, up, side vectors <=> quaternions
eye, up, side vectors <=> pitch, yaw, roll
Also I can simply linear interpolate quaternions right?
On a side note, is there a way to rotate other two camera vectors using the first one. I mean lets say camera moves from v1 to v2. My new eye vector is normal(v2-v1) lets say it is e2 and old eye vector is e1. can I calculate new up vector using e2 and e1? (I can cross product to calculate side vector after that)
Thanks for all help!