I'd like to implement a transform component just like Unity's transform, i.e. a transform hierarchy which allows rotation, translation and non uniform scaling stored as quaternions and vectors
the task shouldn't be too hard, but there's an aspect i'm not sure of
Unity allows programmers to access world position, rotation and scaling individually and i'm wondering what's a good way to implement this
my naive solution would be just computing the 4x4 transform matrix through the hierarchy and decompose it somehow (polar decomposition or singular value decoposition should do the job i think but i don't know much about this yet)
however, this way i would not make use of the decomposition i already have for each transform in the hierarchy so i wonder if there's some way to do it faster