warp.transform\_compose ======================= .. function:: warp._src.lang.transform_compose(position: Vector[float32,Literal[3]], rotation: Quaternion[float32], scale: Vector[float32,Literal[3]]) -> None .. hlist:: :columns: 8 * Kernel * Differentiable Compose a 4x4 transformation matrix from a 3D position, quaternion orientation, and 3D scale. .. math:: M = \begin{bmatrix} s_x R_{00} & s_y R_{01} & s_z R_{02} & p_x \\ s_x R_{10} & s_y R_{11} & s_z R_{12} & p_y \\ s_x R_{20} & s_y R_{21} & s_z R_{22} & p_z \\ 0 & 0 & 0 & 1 \end{bmatrix} Where: * :math:`R` is the 3x3 rotation matrix created from the input quaternion orientation. * :math:`p` is the input 3D position vector :math:`[p_x, p_y, p_z]`. * :math:`s` is the input 3D scale vector :math:`[s_x, s_y, s_z]`. :param position: The 3D position vector. :type position: Vector[Float, 3] :param rotation: The quaternion orientation. :type rotation: Quaternion[Float] :param scale: The 3D scale vector. :type scale: Vector[Float, 3] :returns: The transformation matrix. :rtype: Matrix[Float, 4, 4]