I tried this post in the math/algo forum but I think its down.

how do I calculate these three vectors:

x,y,z

1,0,0

0,1,0

0,0,1

to align with a rotated modelmatrix to allow for relative movement?

This might help with understanding of question

I can look around with the mouse:

void LookAround(float x,float y)//x,y from mouse

{

GLfloat MMatrix[16];

glGetFloatv(GL_MODELVIEW_MATRIX,MMatrix);

glLoadIdentity();

glRotatef(sqrt(x*x+y*y)*magicnumber,-y,x,0.0);

glMultMatrixf(MMatrix);

}

multiple LookAround() Functions leads to rotations in all directions not just x and y

Now I want a funtion that makes me move relative to the new rotation:

void MoveAround(float x,float y,float z)//get a velocity vector eg: (0,0,1)=1 forward

{

GLfloat MMatrix[16];

float rotatedX,rotatedY,RotatedZ;

glGetFloatv(GL_MODELVIEW_MATRIX,MMatrix);

//switch(explanation){

//case abstract_math:

//vector matrix math that i don’t know, likely full of sin()'s and cos()'s

//break;

//case simpler_fuctions:

//translation manipulation with opengl fuctions such as glRotate() and glMultMatrixf()

glTranslate(rotatedX,rotatedY,RotatedZ);

}

I will probably need those vectors for collision response and rotational bounce or something anyway.