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normalizeAngleangle

normalizeAngleangle is a concept used in mathematics and software development to map an arbitrary angle value to a canonical representative within a fixed interval. It is commonly employed to simplify angle comparisons, accumulate rotations without unbounded growth, and maintain consistency in calculations across graphics, robotics, and simulations.

There are several common conventions for the target interval. In degrees, angles are often normalized to [0,

Algorithmically, normalization relies on the period P of the angle, which is 360 for degrees or 2π

Examples: 450 degrees normalizes to 90 degrees in [0, 360); -30 degrees normalizes to 330 degrees. In

360)
or
to
(-180,
180].
In
radians,
the
equivalent
intervals
are
[0,
2π)
or
(-π,
π].
The
choice
depends
on
the
application:
[0,
2π)
is
convenient
for
full-circle
wrapping,
while
(-π,
π]
is
convenient
for
computing
signed
angular
differences.
for
radians.
A
typical
implementation
computes
a
=
angle
mod
P;
if
a
<
0
then
a
+=
P.
The
result
lies
in
the
chosen
interval,
often
with
a
half-open
convention
such
as
[0,
P).
Special
cases
include
handling
NaN
or
infinite
inputs
and
deciding
how
endpoints
are
treated
(for
example,
whether
exactly
a
multiple
of
P
maps
to
0
or
to
P,
depending
on
the
convention).
radians,
7π/4
equals
315
degrees,
and
-π/2
normalizes
to
3π/2
(in
[0,
2π)).
normalizeAngleangle
is
widely
used
in
3D
graphics,
game
physics,
and
navigation
systems
to
maintain
stable
angular
values.