// BULLET PHYSICS LIBRARY
// function to get OpenGL matrix (yeah, not there yet)
float m[16];
// basically stores the physics body's transform as matrix
physicsBody->getWorldTransform().getOpenGLMatrix(m);
// convert to direct-x matrix (column major)
XMFLOAT4X4 matrix;
matrix._11 = m[0]; matrix._12 = m[4]; matrix._13 = m[8]; matrix._14 = m[12];
matrix._21 = m[1]; matrix._22 = m[5]; matrix._23 = m[9]; matrix._24 = m[13];
matrix._31 = m[2]; matrix._32 = m[6]; matrix._33 = m[10]; matrix._34 = m[14];
matrix._41 = m[3]; matrix._42 = m[7]; matrix._43 = m[11]; matrix._44 = m[15];
// now update this matrix is the mesh's model matrix and will move with physics simulation