Part of my code stores the equivalent of a 4x3 matrix, by storing an xyz position, an xyz scale, and a quaternion. Code snippet below:
class tTransform
{
// data
tVector4f m_Position;
tQuaternion m_Rotation;
tVector4f m_Scale;
};
I want to multiply 2 of these objects together, (as though it were a matrix multiply), and am wondering if there is a faster/better way to do it than to convert each to a matrix, do the multiply that way, and then extract the resulting position, rotation and scale back out again?