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DXUT CFirstPersonCamera - how to set camera position manually

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I'm taking the CFirstPersonCamera and backing off the vEye to the zoom amount with the following code:
D3DXVECTOR3 vEye = *g_Camera.GetEyePt();
D3DXVECTOR3 vAt = *g_Camera.GetLookAtPt();
D3DXVECTOR3 vCharPos = player->vector;
D3DXVECTOR3 vCharFacing = vEye - vAt;
D3DXVECTOR3 vUp( 0.0f, 1.0f, 0.0f );
vEye = D3DXVECTOR3( vCharPos.x, vCharPos.y + playerHeight, vCharPos.z );
vAt = D3DXVECTOR3( vCharPos.x, vCharPos.y + playerHeight, vCharPos.z );
vCharFacing.x *= cameraZoom; 
vCharFacing.y *= cameraZoom;
vCharFacing.z *= cameraZoom;

vEye += vCharFacing;
vAt -= vCharFacing;


I'm using D3DXIntersect to find the height of the terrain beneath the camera ( vEye ), but have trouble adjusting the camera position itself to stay above the terrain. I can adjust vEye but the camera object itself continues to move beyond the terrain. What is the correct way to set the height of the CFirstPersonCamera in this manner? Thanks!

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