compose( position, quaternion, scale ) {

		const te = this.elements;

		const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
		const x2 = x + x,	y2 = y + y, z2 = z + z;
		const xx = x * x2, xy = x * y2, xz = x * z2;
		const yy = y * y2, yz = y * z2, zz = z * z2;
		const wx = w * x2, wy = w * y2, wz = w * z2;

		const sx = scale.x, sy = scale.y, sz = scale.z;

		te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
		te[ 1 ] = ( xy + wz ) * sx;
		te[ 2 ] = ( xz - wy ) * sx;
		te[ 3 ] = 0;

		te[ 4 ] = ( xy - wz ) * sy;
		te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
		te[ 6 ] = ( yz + wx ) * sy;
		te[ 7 ] = 0;

		te[ 8 ] = ( xz + wy ) * sz;
		te[ 9 ] = ( yz - wx ) * sz;
		te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
		te[ 11 ] = 0;

		te[ 12 ] = position.x;
		te[ 13 ] = position.y;
		te[ 14 ] = position.z;
		te[ 15 ] = 1;

		return this;

	}
Sets this matrix to the transformation composed of the given position,
rotation (Quaternion) and scale.

@param {Vector3} position - The position vector.
@param {Quaternion} quaternion - The rotation as a Quaternion.
@param {Vector3} scale - The scale vector.
@return {Matrix4} A reference to this matrix.