code: public Matrix4f reflect(Quaternionfc orientation, Vector3fc point) {
          return reflect(orientation, point, thisOrNew());
      }
docs: Apply a mirror/reflection transformation to this matrix that reflects about a plane
  specified via the plane orientation and a point on the plane.
  <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 Quaternionfc} is
  the identity (does not apply any additional rotation), the reflection plane will be <code>z=0</code>, offset by the given <code>point</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
  @param point
  a point on the plane
  @return a matrix holding the result