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To succinctly answer the "why" question, it's because a 4x4 matrix can describe rotation, translation, and scaling operations all at once. Being able to describe any of these in a consistent manner simplifies a lot of things. Different kinds of transformations can be more simply represented with a different mathematical operations. As you note, ...


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Three.JS has a function for this based upon this principle. BTW Matrix4x4 are represented internally as Column-Major, not sure what bullet uses. Three.js Matrix4x4.makeRotationFromQuaternion(Quaternion) makeRotationFromQuaternion: function ( q ) { var te = this.elements; var x = q.x, y = q.y, z = q.z, w = q.w; var x2 = x + x, y2 = y + y, z2 ...


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This sounds similar to polyomino puzzle solving, which I've played with... With a 10 x 10 grid, you can reasonably do an exhaustive search for each shape. Starting from the top left, and going to the lower right, try to set the shape onto the grid. If it contradicts one of the known misses, discard it. If it overlaps some of the known hits, rank it as more ...


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Please note, that the quad is in 3d space and I particularly need it's VERTICES to be distorted and NOT to rotate a perspective camera. The quad is laying on a plane with Z=0, all of the quad's vertices have their Z components equal to 0 and they should have their Z component equal to 0 after the transformation. Please note that even though you wish to ...



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