Matrix4d.translateLocal

Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z. <p> If <code>M</code> is <code>this</code> matrix and <code>T</code> the translation matrix, then the new matrix will be <code>T * M</code>. So when transforming a vector <code>v</code> with the new matrix by using <code>T * M * v</code>, the translation will be applied last! <p> In order to set the matrix to a translation transformation without pre-multiplying it, use {@link #translation(double, double, double)}.

@see #translation(double, double, double)

@param x the offset to translate in x @param y the offset to translate in y @param z the offset to translate in z @return this

  1. Matrix4d translateLocal(Vector3d offset)
  2. Matrix4d translateLocal(Vector3d offset, Matrix4d dest)
  3. Matrix4d translateLocal(double x, double y, double z, Matrix4d dest)
  4. Matrix4d translateLocal(double x, double y, double z)
    struct Matrix4d
    ref public return
    translateLocal
    (
    double x
    ,
    double y
    ,
    double z
    )

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