Rob, I'm getting funky results with this. With float inputs it's fine but when I input a decimal (eg. 1.0) it comes out multiplied by then (eg. 10.0) even though the transform matrix is unity. Not sure if it's parseFloat or something else.
this.autowatch = 1;
var result_mat = new JitterMatrix(3, "float32", 1, 1);
The 4x4 matrix is not just for rotation but also translation and scaling. What I'm trying to achieve is aligning 2 kinect skeletons taken from different camera angles. I have Meshlab calculate the transform between the 2 by ICP (iterative closest point) registration. It returns a transform matrix like this:
-0.35 -0.03 -0.94 0.0
0.16 0.98 -0.09 0.0
0.92 -0.18 -0.34 0.0
-2.82 0.76 4.2 1.0
Since the math in Wes' link works with 4x4 matrices I was hoping to get it to work that way.