title: Calculate transformation matrix of 3d plane given 4 corners
body: <p>I have a 3d plane at the world origin that is aligned with the world X/Y plane (facing the Z axis). I then have four 3d vertex positions for a new plane transformed into some location in 3d space. </p>
  
  <p>Both planes have the same winding order for all 4 vertices.</p>
  
  <p>I have a guarantee that the 4 corners are planar and there is no skewing (the plane may have still been scaled individually on the x/y axes).</p>
  
  <p>How can I create a 4x4 transformation matrix given the final 4 corners of this plane?</p>