I have seen that piece of code, but I don't get it what's really doing, in mathematical way. Source is a 3D Model of a bike. The normal comes from a ray casting to the ground, and mFrontWheelNormal, is coming from another ray casting.
I'm using Unity3D.
Quaternion rotFront =
Quaternion.AngleAxis(Source.rotation.eulerAngles.y, normal) *
Quaternion.FromToRotation(new Vector3(0, 1, 0),
mFrontWheelNormal.GetVector3());