The best way to get performance with a matrix would be to pass the matrix information in as mesh information to the DLL and hotwire the NGC include file so it thinks that a dummy object (a sphere or something) is the matrix object. Then when you move the dummy object around (with your matrix) you will get moving collision. You could also leave the object sill if you do not wish to move the matrix.
That said, you will need to do some custom work on the NGC include file to get it to work properly.
TTYL
Even if you fall on your face your still moving forward.