/// <summary>
        /// Where the hitbox is located when the vehicle is traveling on a given surface.
        /// e.g. Walking on a slightly slanted surface may push the hitbox up slightly from its surfaceposition
        /// to avoid its corner clipping into the surface.
        /// Maybe TODO future: Orientation instead of Position?
        /// </summary>
        public virtual Orientation HitboxOffset(ObstacleSurface surface)
        {
            //TODO: This should probably use more detail from the Hitbox (probably call a function on it).
            //For now just assuming it is a square hitbox.
            Vector normal = surface.GetNormal();

            if (normal.z > 1 / Math.Sqrt(2))
            {
                //Just going to prop the hitbox up enough to avoid clipping into the surface.
                //height = hitbox diagonal * (normal dot diagonal unit vector) / (normal dot vertical unit vector)
                double      heightAdjust = this.Hitbox.MaxXIncrease(default(Rotation)) * (Math.Abs(normal.x) + Math.Abs(normal.y)) / normal.z;
                Orientation adjustment;
                adjustment.x         = 0;
                adjustment.y         = 0;
                adjustment.z         = (int)heightAdjust;
                adjustment.Direction = 0;
                adjustment.Roll      = 0;
                adjustment.Tilt      = 0;
                return(adjustment);
            }
            else
            {
                throw new NotImplementedException("Offset for sides isn't supported yet.");
            }
        }
        /// <summary>
        ///
        /// </summary>
        /// <param name="surface"></param>
        /// <returns></returns>
        public virtual bool CanUse(ObstacleSurface surface)
        {
            //By default can use surfaces as long as they're less than a 45 degree angle.

            if (surface.GetNormal().z > 1 / Math.Sqrt(2))
            {
                return(true);
            }
            return(false);
        }