public Matrix4 setToFrustum ( double left , double right , double bottom , double top , double near , double far , IVector3 nearFarNormal ) { double rrl = 1f / ( right - left ) ; double rtb = 1f / ( top - bottom ) ; double rnf = 1f / ( near - far ) ; double n2 = 2f * near ; double s = ( far + near ) / ( near * nearFarNormal . z ( ) - far * nearFarNormal . z ( ) ) ; return set ( n2 * rrl , 0f , ( right + left ) * rrl , 0f , 0f , n2 * rtb , ( top + bottom ) * rtb , 0f , s * nearFarNormal . x ( ) , s * nearFarNormal . y ( ) , ( far + near ) * rnf , n2 * far * rnf , 0f , 0f , - 1f , 0f ) ; }
Sets this to a perspective projection matrix .