I'm representing the rotations of my actors (or gameobjects) with euler angles (one float for each axis). And I've always considered the vector (1,0,0) (x,y,z) to be the actor's direction if all angles are 0. So if an actor don't have any rotation, and walks forward, he will be walking down the positive x axis.
However, I was implementing a camera today that's supposed to display the view from the actors perspective. If I use the actor's rotation, that is (0, 0, 0), the camera will be looking down the -z direction (straight into the monitor), but the actor is actually looking to the right.
If, instead, -z would be considered the direction when the rotation is (0, 0, 0), then the camera would be facing the correct direction. Is that how this is normally handled? Or am I thinking of this the wrong way?
To clear things up, I'm using a right handed coordinate system with y as the up axis.