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Consider adding transform types #25

@bitshifter

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@bitshifter

When dealing with transforms that only contain position, orientation and possibly scale many operations can be performed more efficiently than using a general purpose matrix.

A while ago I experimented with transform types which contained position and orientation (as a quaternion) much like Unreal's FTransform, but I found these to not be particularly more efficient or to save much space in practice, so they are not enabled by default. They can be enabled using the transform-types feature.

Another option might be to have these kind of transforms backed by a matrix with simplified methods/operators similar to Transform4D described in Foundations of Game Engine Development Volume 1.

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