I have a sphere centered in world origin. On the sphere surface I have two objects and I know their quaternions (rotation around sphere).
Currently my movement works on Vector2 inputs (cannot change distance from sphere surface) concatenating the current movement quaternion to existing quaternion:
RotationQuaternion *= Quaternion.CreateFromRotationMatrix(
Matrix.CreateRotationX(-_movementDirection.Y * Speed * deltaSeconds) *
Matrix.CreateRotationY(_movementDirection.X * Speed * deltaSeconds));
How would I move one object toward another? I have looked into quaternion lerping functionality, but this does not really help, as what I would ideally want is movement direction and apply my own speed and acceleration to it.
Thanks for any help - geometry is not my strongest suite!