Matrix4x3d.translateLocal

Pre-multiply a translation to this matrix by translating by the given number of units in x, y and z and store the result in <code>dest</code>. <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 @param dest will hold the result @return dest

  1. Matrix4x3d translateLocal(Vector3d offset)
  2. Matrix4x3d translateLocal(Vector3d offset, Matrix4x3d dest)
  3. Matrix4x3d translateLocal(double x, double y, double z, Matrix4x3d dest)
    struct Matrix4x3d
    public
    translateLocal
    (
    double x
    ,
    double y
    ,
    double z
    ,)
  4. Matrix4x3d translateLocal(double x, double y, double z)

Meta