code: public Matrix4f translation(float x, float y, float z) {
          if ((properties & PROPERTY_IDENTITY) == 0)
              MemUtil.INSTANCE.identity(this);
          this._m30(x);
          this._m31(y);
          this._m32(z);
          _properties(PROPERTY_AFFINE | PROPERTY_TRANSLATION | PROPERTY_ORTHONORMAL);
          return this;
      }
docs: Set this matrix to be a simple translation matrix.
  <p>
  The resulting matrix can be multiplied against another transformation
  matrix to obtain an additional translation.
  <p>
  In order to post-multiply a translation transformation directly to a
  matrix, use {@link #translate(float, float, float) translate()} instead.
  
  @see #translate(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 this