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Use
double
when handling qreal orient_
When the value of `orient_` crosses the boundary of `float`, e.g., when `cmd_vel.angular.z = -4.0e+214`, `normalizeAngle` returns `nan`. As a result, `x`, `y`, and `theta` all become `nan`, and turtle disappears from the frame. As `qreal` corresponds to `double`, `normalizeAngle` should be taking param `angle` as `double`, and return `double` accordingly.
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