9.2 Orientation in 3D 165
out where the origin is. Obviously this would make all our calculations considerably
more complicated.
Some authors and instructors work through code either way (although typically
only for a few results; when the mathematics gets really hard they give up). Personally,
I think it is a very bad idea to even consider having your origin anywhere else but at
the center of gravity. I’ll assume this will always be the case for the rest of the book; if
you want your origin somewhere else, you’re on your own!
9.2 Orientation in 3D
In 2D we started out with a single angle for orientation. Problems with keeping this
value in bounds led us to look at alternative representations. In many 2D games, a
vector representation is useful, but ...