+
+ TransformValues() = default;
+ TransformValues(const LinAl::Vector<float, 3> &p): position(p) { }
+ TransformValues(const LinAl::Vector<float, 3> &p, const Geometry::Quaternion<float> &r,
+ const LinAl::Vector<float, 3> &s = LinAl::Vector<float, 3>(1.0f, 1.0f, 1.0f)):
+ position(p), rotation(r), scale(s)
+ { }