Multiplies matrix by a view transform that maps the 2D coordinates (0,0) top left and (width_2d,height_2d
            ) bottom right the full viewport size.
Geometry at a depth of 0 will now lie on this 2D plane.
Note: this doesn't multiply the matrix by any projection matrix, but it assumes you have a perspective projection as defined by passing the corresponding arguments to perspective.
Toolkits such as Clutter that mix 2D and 3D drawing can use this to create a 2D coordinate system within a 3D perspective projected view frustum.
| fov_y | A field of view angle for the Y axis | 
| aspect | The ratio of width to height determining the field of view angle for the x axis. | 
| z_near | The distance to the near clip plane. Never pass 0 and always pass a positive number. | 
| z_2d | The distance to the 2D plane. (Should always be positive and  be between  | 
| width_2d | The width of the 2D coordinate system | 
| height_2d | The height of the 2D coordinate system |