Solution using Modulo

A simple solution that catches all cases.

degrees = (degrees + 360) % 360;  // +360 for implementations where mod returns negative numbers

Explanation

Positive: 1 to 180

If you mod any positive number between 1 and 180 by 360, you will get the exact same number you put in. Mod here just ensures these positive numbers are returned as the same value.

Negative: -180 to -1

Using mod here will return values in the range of 180 and 359 degrees.

Special cases: 0 and 360

Using mod means that 0 is returned, making this a safe 0-359 degrees solution.

Answer from Liam George Betsworth on Stack Overflow
Discussions

math - Convert atan2 value to standard 360-degree-system value - Stack Overflow
This gives me a value between 0 and 180 degrees or between 0 and -180 (the nature of atan2). Is there a way to convert the value received with this function (after it's been converted to degrees), to the standard 360-degree-system, without changing the angle - only the way it's written? More on stackoverflow.com
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mathematics - How does atan2 work when getting angle of a vector? - Game Development Stack Exchange
I know that atan2 gives me the absolute angle of any vector. But it doesn't give a value from 0 to 360 degrees. Instead, it gives a value (if I'm not mistaken), between 0 and 180, or between 0 and ... More on gamedev.stackexchange.com
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February 1, 2014
How to get 0-360 degree from two points - Questions & Answers - Unity Discussions
Is there a function that will return degrees (0-360) from one point (x = 0, z = 0) to another point (-x = 3, -z = 5) Edited to add exact code snippet that worked for me. GameObject target = GameObject.Find("Name Of… More on answers.unity.com
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August 20, 2015
Highest scored 'atan2' questions - Stack Overflow
I have U and V wind component data ... end up with wind direction data on a scale of 0-360 degrees, with 0° or 360° ... ... I am calculating angles from a 3-axis accelerometer, but my compiler doesn't have a atan or atan2 function.... More on stackoverflow.com
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Unity
answers.unity.com › questions & answers
How to get 0-360 degree from two points - Questions & Answers - Unity Discussions
August 20, 2015 - Is there a function that will return degrees (0-360) from one point (x = 0, z = 0) to another point (-x = 3, -z = 5) Edited to add exact code snippet that worked for me. GameObject target = GameObject.Find("Name Of Game Object In Hierarchy"); float MyPositionX = transform.position.x; float MyPositionZ = transform.position.z; float TargetPositionX = target.transform.position.x; float TargetPositionZ = target.transform.position.z; degree = FindDegree(MyPositionX - TargetPositionX, MyPositi...
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Steam Community
steamcommunity.com › app › 573090 › discussions › 0 › 3275815819066451629
Finding the angle of an object (0 - 360 degrees) :: Stormworks: Build and Rescue General Discussions
How would I find the angle of my plane from 0 - 360? ... (((x*-1)*360)+360)60 Copy/paste that into a function block, with the compass sensor being the X input, your output will be a 0-360 degree.
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Stack Overflow
stackoverflow.com › questions › tagged › atan2
Highest scored 'atan2' questions - Stack Overflow
atan2(y, x) has that discontinuity at 180° where it switches to -180°..0° going clockwise. How do I map the range of values to 0°..360°? here is my code: CGSize deltaPoint = CGSizeMake(endPoint.x - ...
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atan2 is a mathematical function; it is stateless. There is nothing in it to “know” that you want an angle which is close to the angle from the previous frame, as opposed to an angle which is simply sufficient to identify the direction.

You must write your own logic to handle this case. There are several possible behaviors you could implement; here's the ones I've thought of. Note that I am not familiar with C#, XNA, or Farseer, so I have only pseudocode here, but all of these should work as long as you can retrieve the joint's current actual angle as well as the target angle.

  1. The joint should spin the smallest amount to match the direction of the joystick. This means that if the user spins the stick faster than the joint can keep up, it will start turning the other direction to make a shorter motion. This can be implemented as:

    let currentStickDirection = atan2(RightStick.Y, RightStick.X)
    let currentJointDirection = currentJointAngle mod 2π
    let difference = ((currentStickDirection - currentJointDirection + π) mod 2π) - π
    jointTargetAngle = currentJointAngle + difference
    

    The addition and subtraction of π (a half-turn) combined with modulus puts the difference-between-angles in the range −π…+π, which is the “smallest amount to match” property.

    Note that if you are implementing, for example, a turret, then this might be undesirable as it makes it harder to strafe a particular arc as the player needs to make sure not to lead too much.

  2. The joint should follow the motions of the stick. That is, if the user quickly makes multiple revolutions of the stick, the joint will follow and make multiple revolutions even if the user's movement is long over.

    To implement this, the logic is the same as above except that instead of using the joint's current actual angle, we use the joint's target angle (which can be simply a variable/field in your program, unrelated to the physics engine) as the state input.

    let currentStickDirection = atan2(RightStick.Y, RightStick.X)
    let currentJointDirection = jointTargetAngle mod 2π
    let difference = ((currentStickDirection - currentJointDirection + π) mod 2π) - π
    jointTargetAngle += difference
    
  3. Same as option 2, but the joint will never make an unnecessary full revolution. This differs from option 1 in that the joint will always turn in the same direction as the input does.

    To implement this, use the code from option 2, but after all of the above we also remove extra ±2πs from the target angle:

     let revolutions = (jointTargetAngle - currentJointAngle) / 2π
     if (revolutions >= 1)
         jointTargetAngle -= floor(revolutions) * 2π
     else if (revolutions <= -1)
         jointTargetAngle -= ceil(revolutions) * 2π
    

Note that if the stick is near its center, then small motions, possibly including noise/vibration rather than user motion, will cause large changes in the computed angle. If you haven't already, you will probably want to add a “dead zone” around the center which disables the angle computation. This can be a simple distance condition, like pow(RightStick.Y, 2) + pow(RightStick.X, 2) < pow(deadZoneRadius, 2).

Another interesting option would be to reduce the “motor power” of the joint (I don't know what exact options Farseer provides in this area) depending on the computed distance, so that small pushes on the stick can be used to slowly swing the joint (note that then the imprecision of direction matters less) and moving it to the limit does a fast swing. This would naturally reduce the effect of noise about the center, but unless you are using option 1 above (which does not depend on the previous target angle) and your joystick has perfect mechanical return-to-center, you will still want to have a deadzone.


Commentary: The two key principles here are:

  1. Work with differences between angles, not absolute angles.
  2. Make sure that (where appropriate for the application) you are treating any particular angle θ as equivalent to θ + 2π. This is the reason for all of the uses of modulo; the π offsets are used to control where we flip from positive to negative numbers, which affects the overall behavior of the algorithm, but not in a way which is dependent on the input range.
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MDN Web Docs
developer.mozilla.org › en-US › docs › Web › JavaScript › Reference › Global_Objects › Math › atan2
Math.atan2() - JavaScript - MDN Web Docs
December 29, 2025 - Math.atan2() is passed separate x and y arguments, while Math.atan() is passed the ratio of those two arguments. Math.atan2(y, x) differs from Math.atan(y / x) in the following cases: In addition, for points in the second and third quadrants (x < 0), Math.atan2() would output an angle less than
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PHP
php.net › manual › en › function.atan2.php
PHP: atan2 - Manual
* | | | | * | | | | * | +-----[ -y]-----+ | * {-135}-------{-90}-------{-45} * * * SO, we simply transpose the (y,x) parameters to atan2(x,y) * which will both rotate(left) and reflect(mirror) the compass.
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PlayCanvas
forum.playcanvas.com › help & support
Getting x rotation with atan2 - Help & Support - PlayCanvas Discussion
May 15, 2020 - Hi! I trying to get dif between rotations in euler angles. I use formula from [SOLVED] Getting Y rotation as 0 - 360 degrees (or -180 to 180) with atan2, but when i trying to use it with x axis, its doing something wrong…sometimes its going to other side update() { this.camera.getLocalRotation().transformVector(pc.Vec3.FORWARD, transformedForward); var x = Math.atan2(-transformedForward.y,-transformedForward.z) * pc.math.RAD_TO_DEG - this.prevPosX; this.prevposX = Math.atan2(-transform...
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MathWorks
mathworks.com › matlabcentral › fileexchange › 39369-atan2-0-360
atan2(0..360) - File Exchange - MATLAB Central
December 10, 2012 - Function calculates the arc tangent of y/x and places the result in range of [0..360]. To find similar examples and resources please visit www.smallsats.org · Small Satellites (2025). atan2(0..360) (https://www.mathworks.com/matlabcentral/fileexchange/39369-atan2-0-360), MATLAB Central File Exchange.