Calculate I3dm instance rotations by converting basis to a matrix #1047
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The previous approach tried to create rotations directly from the up and right vectors that encode the instance rotation, but it naïvely didn't handle rotations of 180 degrees of the up and right vector. It is reliable to create the rotation matrix, filling in the Z column by doing a cross-product, and then let the algorithm for converting a rotation matrix to a quaternion do its robust thing.
Addresses #1046. Note: in Cesium for Unreal, the instances in the sample tileset supplied by the user in CesiumGS/cesium#11477 still have missing geometry. This is most likely due to negative scale factors in the instance transformations; it's not clear if this can be addressed in a practical way.