public Ray CastRay()
{
Vector3 near = Device.Viewport.Unproject(new Vector3(OriginalMouseState.X, OriginalMouseState.Y, 0), Projection, View, Matrix.Identity);
Vector3 far = Device.Viewport.Unproject(new Vector3(OriginalMouseState.X, OriginalMouseState.Y, 1), Projection, View, Matrix.Identity);
Vector3 direction = far - near;
direction.Normalize();
return new Ray(near, direction);
}