public Vector3 Project(Vector3 source, Matrix projection, Matrix view, Matrix world) { Matrix matrix = Matrix.Multiply(Matrix.Multiply(world, view), projection); Vector3 vector = Vector3.Transform(source, matrix); float a = (((source.X * matrix.M14) + (source.Y * matrix.M24)) + (source.Z * matrix.M34)) + matrix.M44; if (!WithinEpsilon(a, 1f)) { vector = (Vector3) (vector / a); } vector.X = (((vector.X + 1f) * 0.5f) * this.Width) + this.X; vector.Y = (((-vector.Y + 1f) * 0.5f) * this.Height) + this.Y; vector.Z = (vector.Z * (this.MaxDepth - this.MinDepth)) + this.MinDepth; return vector; }