public Matrix4x3d orthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne) {
        return orthoSymmetricLH(width, height, zNear, zFar, zZeroToOne, this);
    }
public Matrix4x3d orthoSymmetricLH ( double width , double height , double zNear , double zFar , boolean zZeroToOne ) { return orthoSymmetricLH ( width , height , zNear , zFar , zZeroToOne , this ) ; }
Apply a symmetric orthographic projection transformation for a left-handed coordinate system
using the given NDC z range to this matrix.
<p>
This method is equivalent to calling {@link #orthoLH(double, double, double, double, double, double, boolean) orthoLH()} with
<code>left=-width/2</code>, <code>right=+width/2</code>, <code>bottom=-height/2</code> and <code>top=+height/2</code>.
<p>
If <code>M</code> is <code>this</code> matrix and <code>O</code> the orthographic projection matrix,
then the new matrix will be <code>M * O</code>. So when transforming a
vector <code>v</code> with the new matrix by using <code>M * O * v</code>, the
orthographic projection transformation will be applied first!
<p>
In order to set the matrix to a symmetric orthographic projection without post-multiplying it,
use {@link #setOrthoSymmetricLH(double, double, double, double, boolean) setOrthoSymmetricLH()}.
<p>
Reference: <a href="http://www.songho.ca/opengl/gl_projectionmatrix.html#ortho">http://www.songho.ca</a>

@see #setOrthoSymmetricLH(double, double, double, double, boolean)

@param width
the distance between the right and left frustum edges
@param height
the distance between the top and bottom frustum edges
@param zNear
near clipping plane distance
@param zFar
far clipping plane distance
@param zZeroToOne
whether to use Vulkan's and Direct3D's NDC z range of <code>[0..+1]</code> when <code>true</code>
or whether to use OpenGL's NDC z range of <code>[-1..+1]</code> when <code>false</code>
@return this