BRL.vec, BRL.matrix

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One question about your code (which is veeeeery helpful!). When you create a Tform4 Matrix, how do you get the original quaternion for the original position?

In other words, I have an object at (0,0,0) that is pointing (in my arbitrary system) away from the camera (the 0 yaw) with an up-pitch of 20 degrees and no roll and at the original scale.

So I create a Tvec3 with 0,0,0 for the position to pass, and a TVec3 with 1,1,1 for the scale to pass. How do I figure out what to store in the TVec4 to pass as the quarternion? Would I just EulertoQuat (20,0,0) and pass the results?