Set <code>this</code> matrix to <code>(T * R * S)<sup>-1</sup></code>, where <code>T</code> is the given <code>translation</code>,
<code>R</code> is a rotation transformation specified by the given quaternion, and <code>S</code> is a scaling transformation
which scales the axes by <code>scale</code>.
<p>
This method is equivalent to calling: <code>translationRotateScale(...).invert()</code>
Set <code>this</code> matrix to <code>(T * R * S)<sup>-1</sup></code>, where <code>T</code> is the given <code>translation</code>, <code>R</code> is a rotation transformation specified by the given quaternion, and <code>S</code> is a scaling transformation which scales the axes by <code>scale</code>. <p> This method is equivalent to calling: <code>translationRotateScale(...).invert()</code>
@see #translationRotateScale(ref Vector3d, Quaterniond, Vector3d) @see #invert()
@param translation the translation @param quat the quaternion representing a rotation @param scale the scaling factors @return this