Original Post
Hi, I looked at OGRE before and they had a portion of the quaternion code taken from NVidia SDK. I am trying to understand the math for the product of a quaternion with a vector. Can someone enlighten me on this matter? thx! Edwin
template<typename T>
Vector3D<T> Quaternion<T>::operator * (Vector3D<T> V)
{
Vector3D<T> uv, uuv;
uv = Axis.Cross(V);
uuv = Axis.Cross(uv);
uv *= (2.0f * Angle);
uuv *= 2.0f;
return V + uv + uuv;
}