code: public Matrix4f translateLocal(float x, float y, float z) {
          return translateLocal(x, y, z, thisOrNew());
      }
docs: 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(float, float, float)}.
  
  @see #translation(float, float, float)
  
  @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 a matrix holding the result