yeah i did sphere ray intersection test if nothing was hit then i do closest poin on line test then get the fdirection from sphere center to that point normalize it and multiple by radius,
still however i have no idea how to use that data, the best thing would be if rotation matrix is identity and points -z forward +y up
now i will have to convert that to rotation i need to compute yaw pitch and roll angles out of these two points ( i reckon camera position will be in equation too. because it needs somehow to know where i hooked and where to i rotate, and then when theres rotation applied and i change camera position i can still compute points on sphere but how then apply that to modified yaw pitch roll, that confuses me as hell