I was getting assertions that normalize_angle() failed the
result < 260 check. Doing some research on this it turns out
to be a precision issue. If the incomming angle is very slightly
below zero, then adding 360 to it may end up with exactly 360.
I simplified the code a bit to avoid division and rounding, because in
practice most angles will be "just outside" the 0-360 degree anyway.
And i also added a workaround for the "result is 360" case by just
setting it to 0.
static inline float
normalize_angle (float angle)
{
- float f;
if (angle >= 0 && angle < 360)
return angle;
- f = angle - (360 * ((int)(angle / 360.0)));
+ while (angle >= 360)
+ angle -= 360;
+ while (angle < 0)
+ angle += 360;
- if (f < 0)
- f = 360 + f;
+ /* Due to precision issues we may end up with a result that is just
+ * past the allowed range when rounded. For example, something like
+ * -epsilon + 360 when rounded to a float may end up with 360.
+ * So, we handle these cases by returning the exact value 0.
+ */
+
+ if (angle >= 360)
+ angle = 0;
- g_assert (f < 360.0);
- g_assert (f >= 0.0);
+ g_assert (angle < 360.0);
+ g_assert (angle >= 0.0);
- return f;
+ return angle;
}
/**