Set this matrix to be a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range.
<p>
This method is equivalent to calling {@link #setOrtho(double, double, double, double, double, double, bool) 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 #orthoSymmetricLH(double, double, double, double, bool) orthoSymmetricLH()}.
<p>
Reference: <a href="http://www.songho.ca/opengl/gl_projectionmatrix.html#ortho">http://www.songho.ca</a>
@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
Set this matrix to be a symmetric orthographic projection transformation for a left-handed coordinate system using the given NDC z range. <p> This method is equivalent to calling {@link #setOrtho(double, double, double, double, double, double, bool) 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 #orthoSymmetricLH(double, double, double, double, bool) orthoSymmetricLH()}. <p> Reference: <a href="http://www.songho.ca/opengl/gl_projectionmatrix.html#ortho">http://www.songho.ca</a>
@see #orthoSymmetricLH(double, double, double, double, bool)
@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