
	// find the ground relative to this camera pos
	Point3D worldPos;
	worldPos = m_FixedPoint;

	Stuff::Normal3D normal;
	Stuff::Line3D line;
	CollisionQuery query(&line, &normal, CanBeWalkedOnFlag, this);
	
	
	line.m_length = 150.0f;
	line.m_direction = Vector3D(0.0f, -1.0f, 0.0f);
	line.m_origin = worldPos;
	// push well up above the ground before looking for collision
	line.m_origin.y += 50.0f;

	Adept::Entity *entityHit;
	Check_Object(CollisionGrid::Instance);
	entityHit = CollisionGrid::Instance->ProjectLine(&query);
	float groundOffsetY = 0.0f;
	if(entityHit != NULL)
	{
		line.FindEnd(&worldPos);
		groundOffsetY = (worldPos.y + offsetY);
	}

	// distance our camera from the ground
	Point3D tempPnt1, tempPnt2;
	tempPnt1 = m_FixedPoint;
	tempPnt1.y = 0.0f;
	tempPnt2.AddScaled(tempPnt1, Vector3D::Up, groundOffsetY);