Set this matrix to be a symmetric perspective projection frustum transformation for a left-handed coordinate system
using the given NDC z range of <code>[-1..+1]</code>.
<p>
In order to apply the perspective projection transformation to an existing transformation,
use {@link #perspectiveLH(double, double, double, double, bool) perspectiveLH()}.
@param fovy
the vertical field of view in radians (must be greater than zero and less than {@link Math#PI PI})
@param aspect
the aspect ratio (i.e. width / height; must be greater than zero)
@param zNear
near clipping plane distance. This value must be greater than zero.
If the special value {@link Double#POSITIVE_INFINITY} is used, the near clipping plane will be at positive infinity.
In that case, <code>zFar</code> may not also be {@link Double#POSITIVE_INFINITY}.
@param zFar
far clipping plane distance. This value must be greater than zero.
If the special value {@link Double#POSITIVE_INFINITY} is used, the far clipping plane will be at positive infinity.
In that case, <code>zNear</code> may not also be {@link Double#POSITIVE_INFINITY}.
@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 perspective projection frustum transformation for a left-handed coordinate system using the given NDC z range of <code>[-1..+1]</code>. <p> In order to apply the perspective projection transformation to an existing transformation, use {@link #perspectiveLH(double, double, double, double, bool) perspectiveLH()}.
@see #perspectiveLH(double, double, double, double, bool)
@param fovy the vertical field of view in radians (must be greater than zero and less than {@link Math#PI PI}) @param aspect the aspect ratio (i.e. width / height; must be greater than zero) @param zNear near clipping plane distance. This value must be greater than zero. If the special value {@link Double#POSITIVE_INFINITY} is used, the near clipping plane will be at positive infinity. In that case, <code>zFar</code> may not also be {@link Double#POSITIVE_INFINITY}. @param zFar far clipping plane distance. This value must be greater than zero. If the special value {@link Double#POSITIVE_INFINITY} is used, the far clipping plane will be at positive infinity. In that case, <code>zNear</code> may not also be {@link Double#POSITIVE_INFINITY}. @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