Help with a Ball that shouldn't Rotate Please

#1

I am trying to get a result like what is in this eight second video but with a ball on my terrain:
https://www.youtube.com/watch?v=7oNWtzplLCk

here is my camera code:

void Camera::updateCameraVectors(void)
{
	// Calculate the new Front vector
	glm::vec3 front;
	front.x = cos(glm::radians(this->yaw)) * cos(glm::radians(this->pitch));
	front.y = sin(glm::radians(this->pitch));
	front.z = sin(glm::radians(this->yaw)) * cos(glm::radians(this->pitch));
	glm::vec3 temp = this->front;
	this->front = glm::normalize(front);
	// Also re-calculate the Right and Up vector
	this->right = glm::normalize(glm::cross(this->front, this->worldUp));  // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
	this->up = glm::normalize(glm::cross(this->right, this->front));
	//this didn't work:
	//ball.xadj = ball.xadj + front.x;
	//ball.zadj = ball.zadj - front.z;
}

glm::mat4 Camera::GetViewMatrix(void)
{
	return glm::lookAt(this->position, this->position + this->front, this->up);
}

How can I get the camera and the translate command to work in an opposite numeric manner?

Thanks,
Josheir