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如何使用 Eigen 3 做到这一点?
#include <Eigen/Geometry> Affine3d transform; AngleAxisd aa = ...;
当然,我在发布问题后不久就找到了答案。
Affine3d transform; AngleAxisd aa(transform.rotation());
自然地,这会丢弃原始仿射变换中的任何平移分量。