function fromRotationTranslation$1(out, q, v) {
    // Quaternion math
    var x = q[0],
        y = q[1],
        z = q[2],
        w = q[3];
    var x2 = x + x;
    var y2 = y + y;
    var z2 = z + z;
    var xx = x * x2;
    var xy = x * y2;
    var xz = x * z2;
    var yy = y * y2;
    var yz = y * z2;
    var zz = z * z2;
    var wx = w * x2;
    var wy = w * y2;
    var wz = w * z2;
    out[0] = 1 - (yy + zz);
    out[1] = xy + wz;
    out[2] = xz - wy;
    out[3] = 0;
    out[4] = xy - wz;
    out[5] = 1 - (xx + zz);
    out[6] = yz + wx;
    out[7] = 0;
    out[8] = xz + wy;
    out[9] = yz - wx;
    out[10] = 1 - (xx + yy);
    out[11] = 0;
    out[12] = v[0];
    out[13] = v[1];
    out[14] = v[2];
    out[15] = 1;
    return out;
  }
Creates a matrix from a quaternion rotation and vector translation
This is equivalent to (but much faster than):

    mat4.identity(dest);
    mat4.translate(dest, vec);
    let quatMat = mat4.create();
    quat4.toMat4(quat, quatMat);
    mat4.multiply(dest, quatMat);

@param {mat4} out mat4 receiving operation result
@param {quat4} q Rotation quaternion
@param {ReadonlyVec3} v Translation vector
@returns {mat4} out