When you multiply two quaternions you are composing the two transformations together. The resulting rotation is the rotation obtained by first rotating according to right-most quaternion and then according to the left-most one. In your case, your first rotation maps (0, 1, 0) to mFrontWheelNormal and you then rotate around the normal vector by the angle Source.rotation.eulerAngles.y.
apatriarcaMember Since 03 Jul 2006
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