code: public Matrix4d translateLocal(Vector3dc offset, Matrix4d dest) {
          return translateLocal(offset.x(), offset.y(), offset.z(), dest);
      }
docs: 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(Vector3dc)}.
  
  @see #translation(Vector3dc)
  
  @param offset
  the number of units in x, y and z by which to translate
  @param dest
  will hold the result
  @return dest