code: public Matrix4x3d ortho2DLH(double left, double right, double bottom, double top) {
          return ortho2DLH(left, right, bottom, top, this);
      }
docs: Apply an orthographic projection transformation for a left-handed coordinate system to this matrix.
  <p>
  This method is equivalent to calling {@link #orthoLH(double, double, double, double, double, double) orthoLH()} with
  <code>zNear=-1</code> and <code>zFar=+1</code>.
  <p>
  If <code>M</code> is <code>this</code> matrix and <code>O</code> the orthographic projection matrix,
  then the new matrix will be <code>M * O</code>. So when transforming a
  vector <code>v</code> with the new matrix by using <code>M * O * v</code>, the
  orthographic projection transformation will be applied first!
  <p>
  In order to set the matrix to an orthographic projection without post-multiplying it,
  use {@link #setOrtho2DLH(double, double, double, double) setOrtho2DLH()}.
  <p>
  Reference: <a href="http://www.songho.ca/opengl/gl_projectionmatrix.html#ortho">http://www.songho.ca</a>
  
  @see #orthoLH(double, double, double, double, double, double)
  @see #setOrtho2DLH(double, double, double, double)
  
  @param left
  the distance from the center to the left frustum edge
  @param right
  the distance from the center to the right frustum edge
  @param bottom
  the distance from the center to the bottom frustum edge
  @param top
  the distance from the center to the top frustum edge
  @return this