I'm pretty sure Away3D has this implemented in some nice functions, but here's how I'd do it. I'll assume you mean an orthographic projection from the camera "film" to the world space (no idea how that is implemented).
You're projecting a ray from the camera view plane, so you're basically looking to find the intersection of the ray and the plane. The ray begins at the camera's "eye" and passes through the view plane of the camera.
So the 3D point of intersection between the two would then be:
Point getIntersection(Ray ray) {
float k, t;
Point point;
Vector toPoint;
k = ray.direction.dot(this.normal);
if (k != 0.0) {
t = (this.position - ray.origin).dot(this.normal) / k;
} else {
return false;
}
if (t < 0.0000001) {
return false;
}
return ray.origin + ray.direction * t;
}
I used similar code in my raytracer, so it should work.