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.
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 thetransform-typesfeature.Another option might be to have these kind of transforms backed by a matrix with simplified methods/operators similar to
Transform4Ddescribed in Foundations of Game Engine Development Volume 1.