/// <summary>
        /// Handles camera collisions with environment
        /// </summary>
        /// <returns>False if no correct position was found</returns>
        private void HandleIntersection(MyEntity controlledEntity)
        {
            Debug.Assert(controlledEntity != null);
            MyEntity parentEntity = controlledEntity.GetTopMostParent() ?? controlledEntity;

            // line from target to eye
            LineD line = new LineD(m_target, m_position);
            // oriented bb of the entity
            MyOrientedBoundingBoxD safeObb = GetEntitySafeOBB(parentEntity);
            // oriented bb of the entity + camera radius
            MyOrientedBoundingBoxD safeObbWithCollisionExtents =
                new MyOrientedBoundingBoxD(safeObb.Center, safeObb.HalfExtent + (controlledEntity.Parent == null ? 0.5 : 2.0) * CAMERA_RADIUS, safeObb.Orientation);

            // start = target, end = eye
            // find safe start...
            LineD    safeOBBLine      = new LineD(line.From + line.Direction * 2 * safeObb.HalfExtent.Length(), line.From);
            double?  safeIntersection = safeObbWithCollisionExtents.Intersects(ref safeOBBLine);
            Vector3D castStartSafe    = safeIntersection != null ? (safeOBBLine.From + safeOBBLine.Direction * safeIntersection.Value) : m_target;

            if (controlledEntity.Parent != null && safeIntersection != null)
            {
                HkShape hkSphere = new HkSphereShape(CAMERA_RADIUS * 2);
                //var hitInfo = MyPhysics.CastRay(castStartSafe, m_target);

                MatrixD shapeCastStart = MatrixD.CreateTranslation(castStartSafe);
                var     hitInfo        = MyPhysics.CastShapeReturnContactBodyData(m_target, hkSphere, ref shapeCastStart, 0, 0);

                MyEntity hitEntity = hitInfo.HasValue ? hitInfo.Value.HkHitInfo.GetHitEntity() as MyEntity : null;
                MyEntity entity    = controlledEntity;

                var hitEntityWeldingGroup = hitEntity != null?MyWeldingGroups.Static.GetGroup(hitEntity) : null;

                bool weldingGroupEquals = false;

                while (entity != null && !weldingGroupEquals)
                {
                    if (hitEntityWeldingGroup == MyWeldingGroups.Static.GetGroup(entity))
                    {
                        weldingGroupEquals = true;
                    }

                    entity = entity.Parent;
                }

                if (hitInfo.HasValue && hitEntityWeldingGroup != null && weldingGroupEquals)
                {
                    castStartSafe = hitInfo.Value.Position + line.Direction;
                }
                else
                {
                    safeObb = GetEntitySafeOBB(controlledEntity);
                    safeObbWithCollisionExtents = new MyOrientedBoundingBoxD(safeObb.Center, safeObb.HalfExtent + 0.5f * CAMERA_RADIUS, safeObb.Orientation);
                    safeIntersection            = safeObbWithCollisionExtents.Intersects(ref safeOBBLine);
                    castStartSafe = safeIntersection != null ? (safeOBBLine.From + safeOBBLine.Direction * safeIntersection.Value) : m_target;
                }
                hkSphere.RemoveReference();
            }

            // raycast against occluders
            Vector3D safePositionCandidate;

            //double lastSafeMinimumDistance = m_safeMinimumDistance;
            m_safeMinimumDistance = controlledEntity is MyCharacter ? 0 : (castStartSafe - m_target).Length(); // store current safe minimum dist
            m_safeMinimumDistance = Math.Max(m_safeMinimumDistance, MIN_VIEWER_DISTANCE);
            //if (lastSafeMinimumDistance + 30.0f < m_safeMinimumDistance)
            //{
            //    castStartSafe = m_target + (castStartSafe - m_target) / m_safeMinimumDistance * lastSafeMinimumDistance;
            //    m_safeMinimumDistance = lastSafeMinimumDistance;
            //}
            Vector3D raycastOrigin = (controlledEntity is MyCharacter) ? m_target : castStartSafe;
            MyCameraRaycastResult raycastResult = RaycastOccludingObjects(controlledEntity, ref raycastOrigin, ref m_position,
                                                                          ref castStartSafe, out safePositionCandidate);

            // visual debugging :)
            if (m_debugDraw)
            {
                VRageRender.MyRenderProxy.DebugDrawOBB(safeObb, Color.Red, 0.1f, false, true);
                VRageRender.MyRenderProxy.DebugDrawOBB(safeObbWithCollisionExtents, Color.Yellow, 0.0f, false, true);
                VRageRender.MyRenderProxy.DebugDrawArrow3D(safeOBBLine.From, safeOBBLine.To, Color.White, Color.Purple,
                                                           false);
                VRageRender.MyRenderProxy.DebugDrawArrow3D(safeOBBLine.From, castStartSafe, Color.White, Color.Red,
                                                           false);
                VRageRender.MyRenderProxy.DebugDrawArrow3D(castStartSafe, m_position, Color.White, Color.Orange, false);

                VRageRender.MyRenderProxy.DebugDrawSphere(castStartSafe, 0.2f, Color.Green, 1.0f, false, true);
            }

            switch (raycastResult)
            {
            case MyCameraRaycastResult.Ok:
            case MyCameraRaycastResult.FoundOccluder:
                m_positionCurrentIsSafe = true;
                {
                    double distFromCandidateToTarget = (safePositionCandidate - m_target).Length();
                    if ((distFromCandidateToTarget > m_lastRaycastDist + CAMERA_RADIUS && distFromCandidateToTarget > m_safeMinimumDistance) ||
                        raycastResult == MyCameraRaycastResult.Ok)
                    {
                        // now we need it from the other side
                        double newDist = (safePositionCandidate - m_position).Length();
                        // new safe position is further from target => change over time (zoom out)
                        if (m_positionSafeZoomingOutTimeout <= 0)
                        {
                            float distDiffZoomSpeed = 1 -
                                                      MathHelper.Clamp((float)Math.Abs(m_lastRaycastDist - newDist), 0.0f,
                                                                       1.0f - MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS);
                            m_positionSafeZoomingOutSpeed += distDiffZoomSpeed;
                            m_positionSafeZoomingOutSpeed  = MathHelper.Clamp(m_positionSafeZoomingOutSpeed, 0.0f,
                                                                              1.0f);

                            Vector3D targetToPosSafe     = m_positionSafe - m_target;
                            double   lenTargetToPosSafe  = targetToPosSafe.Length();
                            Vector3D rotatedPositionSafe = m_target +
                                                           Vector3D.Normalize(safePositionCandidate - m_target) *
                                                           lenTargetToPosSafe;
                            m_positionSafe = Vector3D.Lerp(rotatedPositionSafe, safePositionCandidate,
                                                           m_positionSafeZoomingOutSpeed);
                        }
                        else
                        {
                            m_positionSafeZoomingOutTimeout -= MyEngineConstants.UPDATE_STEP_SIZE_IN_MILLISECONDS;

                            Vector3D targetToPosSafe    = m_positionSafe - m_target;
                            double   lenTargetToPosSafe = targetToPosSafe.Length();
                            m_positionSafe = m_target + Vector3D.Normalize(safePositionCandidate - m_target) * lenTargetToPosSafe;
                        }
                    }
                    else
                    {
                        // new safe position is closer or closer than safe distance => instant change
                        m_positionSafeZoomingOutSpeed = 0.0f;   // set zooming out speed to zero for next time
                        m_positionSafe = safePositionCandidate;
                        m_positionSafeZoomingOutTimeout = 0;    // controlledEntity.Parent != null ? m_positionSafeZoomingOutDefaultTimeoutMs : 0;
                        m_disableSpringThisFrame        = true;
                    }
                }
                break;

            //case MyCameraRaycastResult.FoundOccluderNoSpace:
            default:
                m_positionSafeZoomingOutSpeed = 1.0f;     // we're in first person, change instantly to third if possible
                m_positionCurrentIsSafe       = false;
                break;
            }

            m_lastRaycastDist = (float)(m_positionSafe - m_position).Length();

            if (m_debugDraw)
            {
                VRageRender.MyRenderProxy.DebugDrawSphere(m_positionSafe, 0.225f, Color.Purple, 1, false);
                VRageRender.MyRenderProxy.DebugDrawSphere(safePositionCandidate, 0.2f, Color.Azure, 1, false);
            }
        }
        /// <summary>
        /// Handles camera collisions with environment
        /// </summary>
        /// <returns>False if no correct position was found</returns>
        private bool HandleIntersection(MyEntity controlledEntity)
        {
            Debug.Assert(controlledEntity != null);
            var parentEntity = controlledEntity.Parent ?? controlledEntity;

            // line from target to eye
            var line = new LineD(m_target, m_position);
            // oriented bb of the entity
            var safeObb = GetEntitySafeOBB(parentEntity);
            // oriented bb of the entity + camera radius
            var safeObbWithCollisionExtents = new MyOrientedBoundingBoxD(safeObb.Center, safeObb.HalfExtent + 0.5f * CAMERA_RADIUS, safeObb.Orientation);

            // start = target, end = eye
            // find safe start...
            LineD    safeOBBLine      = new LineD(line.From + line.Direction * 2 * safeObb.HalfExtent.Length(), line.From);
            double?  safeIntersection = safeObbWithCollisionExtents.Intersects(ref safeOBBLine);
            Vector3D castStartSafe    = safeIntersection != null ? (safeOBBLine.From + safeOBBLine.Direction * safeIntersection.Value) : m_target; // here we go

            // visual debugging :)
            if (m_debugDraw)
            {
                VRageRender.MyRenderProxy.DebugDrawOBB(safeObb, Color.Red, 0.1f, false, true);
                VRageRender.MyRenderProxy.DebugDrawOBB(safeObbWithCollisionExtents, Color.Yellow, 0.0f, false, true);
                VRageRender.MyRenderProxy.DebugDrawArrow3D(safeOBBLine.From, safeOBBLine.To, Color.White, Color.Purple,
                                                           false);
                VRageRender.MyRenderProxy.DebugDrawArrow3D(safeOBBLine.From, castStartSafe, Color.White, Color.Red,
                                                           false);
                VRageRender.MyRenderProxy.DebugDrawArrow3D(castStartSafe, m_position, Color.White, Color.Orange, false);
            }

            // raycast against occluders
            Vector3D safePositionCandidate;

            m_safeMinimumDistance = parentEntity is MyCharacter ? 0 : (castStartSafe - m_target).Length(); // store current safe minimum dist
            m_safeMinimumDistance = Math.Max(m_safeMinimumDistance, MIN_VIEWER_DISTANCE);
            Vector3D raycastOrigin = (controlledEntity is MyCharacter) ? m_target : castStartSafe;
            MyCameraRaycastResult raycastResult = RaycastOccludingObjects(controlledEntity, ref raycastOrigin, ref m_position,
                                                                          ref castStartSafe, out safePositionCandidate);

            switch (raycastResult)
            {
            case MyCameraRaycastResult.Ok:
            case MyCameraRaycastResult.FoundOccluder:
                m_positionCurrentIsSafe = true;
                {
                    double newDist = (safePositionCandidate - m_position).Length();
                    if (newDist < m_lastRaycastDist - CAMERA_RADIUS)
                    {
                        // new safe position is further from target => change over time
                        float distDiffZoomSpeed = 1 - MathHelper.Clamp((float)(m_lastRaycastDist - newDist), 0.0f, 1.0f - MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS);
                        m_positionSafeZoomingOutSpeed += distDiffZoomSpeed;
                        m_positionSafeZoomingOutSpeed  = MathHelper.Clamp(m_positionSafeZoomingOutSpeed, 0.0f, 1.0f);

                        m_positionSafe = Vector3D.Lerp(m_positionSafe, safePositionCandidate, m_positionSafeZoomingOutSpeed);
                    }
                    else
                    {
                        // new safe position is closer => instant change
                        m_positionSafeZoomingOutSpeed = 0.0f;        // set zooming out speed to zero for next time
                        m_positionSafe = safePositionCandidate;
                    }
                }
                break;

            //case MyCameraRaycastResult.FoundOccluderNoSpace:
            default:
                m_positionSafeZoomingOutSpeed = 1.0f;     // we're in first person, change instantly to third if possible
                m_positionCurrentIsSafe       = false;
                break;
            }

            m_lastRaycastDist = (float)(m_positionSafe - m_position).Length();

            if (m_debugDraw)
            {
                VRageRender.MyRenderProxy.DebugDrawSphere(m_positionSafe, 0.2f, Color.Purple, 1, false);
                VRageRender.MyRenderProxy.DebugDrawSphere(safePositionCandidate, 0.2f, Color.Azure, 1, false);
            }
            return(m_positionCurrentIsSafe);
        }