computing glm::quat() from "forward" and "up"

hi,

i’m using glm for all the math, and i represent objects in “transform” objects:

struct Transformation
{
    glm::vec3 Position;
    glm::quat Rotation;

    glm::mat4 Matrix() const { return glm::translate(Position) * glm::toMat4(Rotation); }
    glm::mat4 View() const { return glm::inverse(Matrix()); }
};

from OpenAL (sound API), i get 2 directions for the “listener” (which is essentially the camera): forward and up dirction. the way i’m getting the “Transformation” is:

glm::quat al::listener::Orientation()
{
	ALfloat orientation[6] = { 0 };
	alGetListenerfv(AL_ORIENTATION, orientation);

	/* get directions */
	glm::vec3 forward(orientation[0], orientation[1], orientation[2]);
	glm::vec3 up(orientation[3], orientation[4], orientation[5]);

	/* get view matrix */
	glm::mat4 view = glm::lookAt(glm::vec3(0, 0, 0), forward, up);

	/* invert view matrix */
	glm::mat4 transform = glm::inverse(view);

	/* return rotation */
	return glm::toQuat(transform);
}

i’m getting around the problem using matrices, but is there an easier / faster way to get the rotation somehow ??

thanks for any advice !!

Hi, I was wondering if you could entertain a side question: why do you invert your matrix?

look here: