public Matrix4f reflect(Quaternionfc orientation, Vector3fc point) {
        return reflect(orientation, point, thisOrNew());
    }
public Matrix4f reflect ( Quaternionfc orientation , Vector3fc point ) { return reflect ( orientation , point , thisOrNew ( ) ) ; }
Apply a mirror/reflection transformation to this matrix that reflects about a plane
specified via the plane orientation and a point on the plane.
<p>
This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene.
It is assumed that the default mirror plane's normal is <code>(0, 0, 1)</code>. So, if the given {@link Quaternionfc} is
the identity (does not apply any additional rotation), the reflection plane will be <code>z=0</code>, offset by the given <code>point</code>.
<p>
If <code>M</code> is <code>this</code> matrix and <code>R</code> the reflection matrix,
then the new matrix will be <code>M * R</code>. So when transforming a
vector <code>v</code> with the new matrix by using <code>M * R * v</code>, the
reflection will be applied first!

@param orientation
the plane orientation
@param point
a point on the plane
@return a matrix holding the result