public Matrix4d scaleAroundLocal(double sx, double sy, double sz, double ox, double oy, double oz) {
        return scaleAroundLocal(sx, sy, sz, ox, oy, oz, this);
    }
public Matrix4d scaleAroundLocal ( double sx , double sy , double sz , double ox , double oy , double oz ) { return scaleAroundLocal ( sx , sy , sz , ox , oy , oz , this ) ; }
Pre-multiply scaling to this matrix by scaling the base axes by the given sx,
sy and sz factors while using <code>(ox, oy, oz)</code> as the scaling origin.
<p>
If <code>M</code> is <code>this</code> matrix and <code>S</code> the scaling matrix,
then the new matrix will be <code>S * M</code>. So when transforming a
vector <code>v</code> with the new matrix by using <code>S * M * v</code>, the
scaling will be applied last!
<p>
This method is equivalent to calling: <code>new Matrix4d().translate(ox, oy, oz).scale(sx, sy, sz).translate(-ox, -oy, -oz).mul(this, this)</code>

@param sx
the scaling factor of the x component
@param sy
the scaling factor of the y component
@param sz
the scaling factor of the z component
@param ox
the x coordinate of the scaling origin
@param oy
the y coordinate of the scaling origin
@param oz
the z coordinate of the scaling origin
@return this