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what does multiplying a vector to quaternion give me.
I'm reading other peoples code and find this interesting lines, where he converted the euler angles to a quaternion
Quaternion currentRot = Quaternion.eulerAngles(0,30,0);
then multiply it by. vector
Vector3 pos = currentRot * Vector3.forward * Distance;
if vector 3 is a position and quaternion is rotation. why is pos a vector 3?
will pos rotate the transform.position? could pos be also a quaternion? and Translate the transform.Rotation?
Answer by Kiwasi · Jan 10, 2015 at 09:18 AM
It gives you a vector rotated by the quaterion. Vectors can be considered lines in space from the origin to the point described.
Translating a quaterion makes no sense. (At least not in Unity, there are probably plenty of mathematical constructs where this is a valid operation.)
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