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Use an epsilon for float comparison
We tend to use float comparison for structured data types like Vertex, Point, and Size; we should take into consideration fluctuations in the floating point representation as well.
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@ -39,6 +39,8 @@
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#include <math.h>
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#include <math.h>
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#define FLOAT_EPSILON (1e-15)
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/*
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/*
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@ -277,9 +279,9 @@ clutter_vertex_equal (const ClutterVertex *vertex_a,
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if (vertex_a == vertex_b)
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if (vertex_a == vertex_b)
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return TRUE;
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return TRUE;
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return vertex_a->x == vertex_b->x &&
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return fabsf (vertex_a->x - vertex_b->x) < FLOAT_EPSILON &&
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vertex_a->y == vertex_b->y &&
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fabsf (vertex_a->y - vertex_b->y) < FLOAT_EPSILON &&
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vertex_a->z == vertex_b->z;
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fabsf (vertex_a->z - vertex_b->z) < FLOAT_EPSILON;
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}
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}
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static gboolean
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static gboolean
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@ -469,7 +471,8 @@ clutter_point_equals (const ClutterPoint *a,
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if (a == NULL || b == NULL)
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if (a == NULL || b == NULL)
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return FALSE;
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return FALSE;
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return a->x == b->x && a->y == b->y;
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return fabsf (a->x - b->x) < FLOAT_EPSILON &&
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fabsf (a->y - b->y) < FLOAT_EPSILON;
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}
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}
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/**
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/**
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@ -636,7 +639,8 @@ clutter_size_equals (const ClutterSize *a,
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if (a == NULL || b == NULL)
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if (a == NULL || b == NULL)
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return FALSE;
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return FALSE;
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return a->width == b->width && a->height == b->height;
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return fabsf (a->width - b->width) < FLOAT_EPSILON &&
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fabsf (a->height - b->height) < FLOAT_EPSILON;
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}
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}
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static gboolean
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static gboolean
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