Matrix4d.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(ref Vector3d)}.

@see #translation(ref Vector3d)

@param offset the number of units in x, y and z by which to translate @param dest will hold the result @return dest

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