Outside of the DirectX class I have objects that hold their own transform matrix (this is calculated every frame by the physics system) held in a linear array of floats
//rotation Mat|Position
[m0, m1, m2, m3]
[m4, m5, m6, m7]
[m8, m9, m10, m11] // know the last four elements by default so they are not stored
// no scaling, or skewing will be taking place
When I have used Direct3D in the past I have always just gone through the steps to calculate the WorldMatrix (calculate full rotation matrix multiplied by Position Matrix), but how would I use this matrix to set the WorldMatrix so I can render the object?