public Matrix4d setOrthoSymmetric(double width, double height, double zNear, double zFar) {
        return setOrthoSymmetric(width, height, zNear, zFar, false);
    }
public Matrix4d setOrthoSymmetric ( double width , double height , double zNear , double zFar ) { return setOrthoSymmetric ( width , height , zNear , zFar , false ) ; }
Set this matrix to be a symmetric orthographic projection transformation for a right-handed coordinate system
using OpenGL's NDC z range of <code>[-1..+1]</code>.
<p>
This method is equivalent to calling {@link #setOrtho(double, double, double, double, double, double) setOrtho()} with
<code>left=-width/2</code>, <code>right=+width/2</code>, <code>bottom=-height/2</code> and <code>top=+height/2</code>.
<p>
In order to apply the symmetric orthographic projection to an already existing transformation,
use {@link #orthoSymmetric(double, double, double, double) orthoSymmetric()}.
<p>
Reference: <a href="http://www.songho.ca/opengl/gl_projectionmatrix.html#ortho">http://www.songho.ca</a>

@see #orthoSymmetric(double, double, double, double)

@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
@return this