I want to cast a ray into my model based on a mouse click and be able to select the closest intersecting point.

The difference I have, is that when "rotating", I rotate the model, not the camera. My application is a model viewer, not a game, so I want the user to see the other sides of the model, not look around the world.

The code approach I've been using is from this tutorial http://antongerdelan.net/opengl/raycasting.html and is based on the following:

Code :
private Vector3f calculateMouseRay() 
    float mouseX = Mouse.getX();
    float mouseY = Mouse.getY();
    Vector2f normalizedCoords = getNormalisedDeviceCoordinates(mouseX, mouseY);
    Vector4f clipCoords = new Vector4f(normalizedCoords.x, normalizedCoords.y, -1.0f, 1.0f);
    Vector4f eyeCoords = toEyeCoords(clipCoords);
    Vector3f worldRay = toWorldCoords(eyeCoords);
    return worldRay;

Full ray cast code is here: https://www.dropbox.com/s/qkslys3p3x...0Code.txt?dl=0

My model rotation code is:

Code :
    QMatrix4x4 modelMatrix;
    modelMatrix.translate(xCenter, yCenter, zCenter);
    modelMatrix.rotate(m_zRot, QVector3D(0, 0, 1));
    modelMatrix.rotate(m_yRot, QVector3D(0, 1, 0));
    modelMatrix.rotate(m_xRot, QVector3D(1, 0, 0));
    modelMatrix.translate(-xCenter, -yCenter, -zCenter);

My camera is set at:
Code :
    QVector3D cameraPos(m_xMax*1.25, m_yMax*0.75, m_zMax);
    QVector3D cameraTarget(xCenter, yCenter, zCenter);
    QVector3D cameraUp(0,1,0);
    m_camera->lookAt(cameraPos, cameraTarget, cameraUp);

What I want to do is draw a line from the mouse click through the scene.

I know I need to de-embed the model rotation, by multiplying by the inverse matrix somewhere along the chain, but thus far I haven't been successful.

Where amongst the first steps listed above should I de-embed the model rotation to get the ray cast vector?