Apply a mirror/reflection transformation to this matrix that reflects about a plane
specified via the plane orientation.
<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 Quaterniond} is
the identity (does not apply any additional rotation), the reflection plane will be <code>z=0</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
@return this
Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation. <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 Quaterniond} is the identity (does not apply any additional rotation), the reflection plane will be <code>z=0</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 @return this