warp.transform\_to\_matrix ========================== .. function:: warp._src.lang.transform_to_matrix(xform: Transformation[float32]) -> Matrix[float32,Literal[4],Literal[4]] .. hlist:: :columns: 8 * Kernel * Differentiable Convert a transformation to a 4x4 matrix. .. math:: M = \begin{bmatrix} R_{00} & R_{01} & R_{02} & p_x \\ R_{10} & R_{11} & R_{12} & p_y \\ R_{20} & R_{21} & R_{22} & p_z \\ 0 & 0 & 0 & 1 \end{bmatrix} Where: * :math:`R` is the 3x3 rotation matrix created from the orientation quaternion of the input transform. * :math:`p` is the 3D position vector :math:`[p_x, p_y, p_z]` of the input transform. :param xform: Transformation to convert. :type xform: Transformation[Float] :returns: The matrix. :rtype: Matrix[Float, 4, 4]