code: public Matrix4x3d setOrtho2D(double left, double right, double bottom, double top) {
          m00 = 2.0 / (right - left);
          m01 = 0.0;
          m02 = 0.0;
          m10 = 0.0;
          m11 = 2.0 / (top - bottom);
          m12 = 0.0;
          m20 = 0.0;
          m21 = 0.0;
          m22 = -1.0;
          m30 = -(right + left) / (right - left);
          m31 = -(top + bottom) / (top - bottom);
          m32 = 0.0;
          properties = 0;
          return this;
      }
docs: Set this matrix to be an orthographic projection transformation for a right-handed coordinate system.
  <p>
  This method is equivalent to calling {@link #setOrtho(double, double, double, double, double, double) setOrtho()} with
  <code>zNear=-1</code> and <code>zFar=+1</code>.
  <p>
  In order to apply the orthographic projection to an already existing transformation,
  use {@link #ortho2D(double, double, double, double) ortho2D()}.
  <p>
  Reference: <a href="http://www.songho.ca/opengl/gl_projectionmatrix.html#ortho">http://www.songho.ca</a>
  
  @see #setOrtho(double, double, double, double, double, double)
  @see #ortho2D(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