Copy+Attentional Convolutional


Original Name apply,torque

apply

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( is awake ( ) == false ) { set awake ( true ) ; } m torque += torque ; } <SENTENCE_END/>

(Copy Probability: 2.2%)

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( is awake ( ) == false ) { set awake ( true ) ; } m torque += torque ; } <SENTENCE_END/>

torque

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( is awake ( ) == false ) { set awake ( true ) ; } m torque += torque ; } <SENTENCE_END/>

(Copy Probability: 98.7%)

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( is awake ( ) == false ) { set awake ( true ) ; } m torque += torque ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( is awake ( ) == false ) { set awake ( true ) ; } m torque += torque ; } <SENTENCE_END/>

(Copy Probability: 88.7%)

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( is awake ( ) == false ) { set awake ( true ) ; } m torque += torque ; } <SENTENCE_END/>


Original Name apply,linear,impulse

apply

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( ! is awake ( ) ) { if ( wake ) { set awake ( true ) ; } else { return ; } } m linear velocity . x += impulse . x * m inv mass ; m linear velocity . y += impulse . y * m inv mass ; m angular velocity += m inv i * ( ( point . x - m sweep . c . x ) * impulse . y - ( point . y - m sweep . c . y ) * impulse . x ) ; } <SENTENCE_END/>

(Copy Probability: 4.8%)

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( ! is awake ( ) ) { if ( wake ) { set awake ( true ) ; } else { return ; } } m linear velocity . x += impulse . x * m inv mass ; m linear velocity . y += impulse . y * m inv mass ; m angular velocity += m inv i * ( ( point . x - m sweep . c . x ) * impulse . y - ( point . y - m sweep . c . y ) * impulse . x ) ; } <SENTENCE_END/>

linear

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( ! is awake ( ) ) { if ( wake ) { set awake ( true ) ; } else { return ; } } m linear velocity . x += impulse . x * m inv mass ; m linear velocity . y += impulse . y * m inv mass ; m angular velocity += m inv i * ( ( point . x - m sweep . c . x ) * impulse . y - ( point . y - m sweep . c . y ) * impulse . x ) ; } <SENTENCE_END/>

(Copy Probability: 21.3%)

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( ! is awake ( ) ) { if ( wake ) { set awake ( true ) ; } else { return ; } } m linear velocity . x += impulse . x * m inv mass ; m linear velocity . y += impulse . y * m inv mass ; m angular velocity += m inv i * ( ( point . x - m sweep . c . x ) * impulse . y - ( point . y - m sweep . c . y ) * impulse . x ) ; } <SENTENCE_END/>

impulse

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( ! is awake ( ) ) { if ( wake ) { set awake ( true ) ; } else { return ; } } m linear velocity . x += impulse . x * m inv mass ; m linear velocity . y += impulse . y * m inv mass ; m angular velocity += m inv i * ( ( point . x - m sweep . c . x ) * impulse . y - ( point . y - m sweep . c . y ) * impulse . x ) ; } <SENTENCE_END/>

(Copy Probability: 9.1%)

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( ! is awake ( ) ) { if ( wake ) { set awake ( true ) ; } else { return ; } } m linear velocity . x += impulse . x * m inv mass ; m linear velocity . y += impulse . y * m inv mass ; m angular velocity += m inv i * ( ( point . x - m sweep . c . x ) * impulse . y - ( point . y - m sweep . c . y ) * impulse . x ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( ! is awake ( ) ) { if ( wake ) { set awake ( true ) ; } else { return ; } } m linear velocity . x += impulse . x * m inv mass ; m linear velocity . y += impulse . y * m inv mass ; m angular velocity += m inv i * ( ( point . x - m sweep . c . x ) * impulse . y - ( point . y - m sweep . c . y ) * impulse . x ) ; } <SENTENCE_END/>

(Copy Probability: 6.3%)

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( ! is awake ( ) ) { if ( wake ) { set awake ( true ) ; } else { return ; } } m linear velocity . x += impulse . x * m inv mass ; m linear velocity . y += impulse . y * m inv mass ; m angular velocity += m inv i * ( ( point . x - m sweep . c . x ) * impulse . y - ( point . y - m sweep . c . y ) * impulse . x ) ; } <SENTENCE_END/>


Original Name apply,angular,impulse

apply

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( is awake ( ) == false ) { set awake ( true ) ; } m angular velocity += m inv i * impulse ; } <SENTENCE_END/>

(Copy Probability: 4.3%)

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( is awake ( ) == false ) { set awake ( true ) ; } m angular velocity += m inv i * impulse ; } <SENTENCE_END/>

angular

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( is awake ( ) == false ) { set awake ( true ) ; } m angular velocity += m inv i * impulse ; } <SENTENCE_END/>

(Copy Probability: 89.7%)

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( is awake ( ) == false ) { set awake ( true ) ; } m angular velocity += m inv i * impulse ; } <SENTENCE_END/>

impulse

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( is awake ( ) == false ) { set awake ( true ) ; } m angular velocity += m inv i * impulse ; } <SENTENCE_END/>

(Copy Probability: 68.5%)

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( is awake ( ) == false ) { set awake ( true ) ; } m angular velocity += m inv i * impulse ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( is awake ( ) == false ) { set awake ( true ) ; } m angular velocity += m inv i * impulse ; } <SENTENCE_END/>

(Copy Probability: 9.0%)

<SENTENCE_START> { if ( m type != body type . dynamic ) { return ; } if ( is awake ( ) == false ) { set awake ( true ) ; } m angular velocity += m inv i * impulse ; } <SENTENCE_END/>


Original Name get,mass

get

<SENTENCE_START> { return m mass ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { return m mass ; } <SENTENCE_END/>

mass

<SENTENCE_START> { return m mass ; } <SENTENCE_END/>

(Copy Probability: 80.2%)

<SENTENCE_START> { return m mass ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return m mass ; } <SENTENCE_END/>

(Copy Probability: 65.2%)

<SENTENCE_START> { return m mass ; } <SENTENCE_END/>


Original Name get,inertia

get

<SENTENCE_START> { return m i + m mass * ( m sweep . local center . x * m sweep . local center . x + m sweep . local center . y * m sweep . local center . y ) ; } <SENTENCE_END/>

(Copy Probability: 2.4%)

<SENTENCE_START> { return m i + m mass * ( m sweep . local center . x * m sweep . local center . x + m sweep . local center . y * m sweep . local center . y ) ; } <SENTENCE_END/>

inertia

<SENTENCE_START> { return m i + m mass * ( m sweep . local center . x * m sweep . local center . x + m sweep . local center . y * m sweep . local center . y ) ; } <SENTENCE_END/>

(Copy Probability: 7.9%)

<SENTENCE_START> { return m i + m mass * ( m sweep . local center . x * m sweep . local center . x + m sweep . local center . y * m sweep . local center . y ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return m i + m mass * ( m sweep . local center . x * m sweep . local center . x + m sweep . local center . y * m sweep . local center . y ) ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { return m i + m mass * ( m sweep . local center . x * m sweep . local center . x + m sweep . local center . y * m sweep . local center . y ) ; } <SENTENCE_END/>


Original Name get,mass,data

get

<SENTENCE_START> { data . mass = m mass ; data . i = m i + m mass * ( m sweep . local center . x * m sweep . local center . x + m sweep . local center . y * m sweep . local center . y ) ; data . center . x = m sweep . local center . x ; data . center . y = m sweep . local center . y ; } <SENTENCE_END/>

(Copy Probability: 3.0%)

<SENTENCE_START> { data . mass = m mass ; data . i = m i + m mass * ( m sweep . local center . x * m sweep . local center . x + m sweep . local center . y * m sweep . local center . y ) ; data . center . x = m sweep . local center . x ; data . center . y = m sweep . local center . y ; } <SENTENCE_END/>

mass

<SENTENCE_START> { data . mass = m mass ; data . i = m i + m mass * ( m sweep . local center . x * m sweep . local center . x + m sweep . local center . y * m sweep . local center . y ) ; data . center . x = m sweep . local center . x ; data . center . y = m sweep . local center . y ; } <SENTENCE_END/>

(Copy Probability: 29.6%)

<SENTENCE_START> { data . mass = m mass ; data . i = m i + m mass * ( m sweep . local center . x * m sweep . local center . x + m sweep . local center . y * m sweep . local center . y ) ; data . center . x = m sweep . local center . x ; data . center . y = m sweep . local center . y ; } <SENTENCE_END/>

data

<SENTENCE_START> { data . mass = m mass ; data . i = m i + m mass * ( m sweep . local center . x * m sweep . local center . x + m sweep . local center . y * m sweep . local center . y ) ; data . center . x = m sweep . local center . x ; data . center . y = m sweep . local center . y ; } <SENTENCE_END/>

(Copy Probability: 15.3%)

<SENTENCE_START> { data . mass = m mass ; data . i = m i + m mass * ( m sweep . local center . x * m sweep . local center . x + m sweep . local center . y * m sweep . local center . y ) ; data . center . x = m sweep . local center . x ; data . center . y = m sweep . local center . y ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { data . mass = m mass ; data . i = m i + m mass * ( m sweep . local center . x * m sweep . local center . x + m sweep . local center . y * m sweep . local center . y ) ; data . center . x = m sweep . local center . x ; data . center . y = m sweep . local center . y ; } <SENTENCE_END/>

(Copy Probability: 3.8%)

<SENTENCE_START> { data . mass = m mass ; data . i = m i + m mass * ( m sweep . local center . x * m sweep . local center . x + m sweep . local center . y * m sweep . local center . y ) ; data . center . x = m sweep . local center . x ; data . center . y = m sweep . local center . y ; } <SENTENCE_END/>


Original Name set,mass,data

set

<SENTENCE_START> { assert ( m world . is locked ( ) == false ) ; if ( m world . is locked ( ) == true ) { return ; } if ( m type != body type . dynamic ) { return ; } m inv mass = 0.0f ; m i = 0.0f ; m inv i = 0.0f ; m mass = mass data . mass ; if ( m mass <= 0.0f ) { m mass = 1f ; } m inv mass = 1.0f / m mass ; if ( mass data . i > 0.0f && ( m flags & e fixed rotation flag ) == 0 ) { m i = mass data . i - m mass * vec 2 . dot ( mass data . center , mass data . center ) ; assert ( m i > 0.0f ) ; m inv i = 1.0f / m i ; } final vec 2 old center = m world . get pool ( ) . pop vec 2 ( ) ; old center . set ( m sweep . c ) ; m sweep . local center . set ( mass data . center ) ; transform . mul to out unsafe ( m xf , m sweep . local center , m sweep . c 0 ) ; m sweep . c . set ( m sweep . c 0 ) ; final vec 2 temp = m world . get pool ( ) . pop vec 2 ( ) ; temp . set ( m sweep . c ) . sub local ( old center ) ; vec 2 . cross to out ( m angular velocity , temp , temp ) ; m linear velocity . add local ( temp ) ; m world . get pool ( ) . push vec 2 ( 2 ) ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { assert ( m world . is locked ( ) == false ) ; if ( m world . is locked ( ) == true ) { return ; } if ( m type != body type . dynamic ) { return ; } m inv mass = 0.0f ; m i = 0.0f ; m inv i = 0.0f ; m mass = mass data . mass ; if ( m mass <= 0.0f ) { m mass = 1f ; } m inv mass = 1.0f / m mass ; if ( mass data . i > 0.0f && ( m flags & e fixed rotation flag ) == 0 ) { m i = mass data . i - m mass * vec 2 . dot ( mass data . center , mass data . center ) ; assert ( m i > 0.0f ) ; m inv i = 1.0f / m i ; } final vec 2 old center = m world . get pool ( ) . pop vec 2 ( ) ; old center . set ( m sweep . c ) ; m sweep . local center . set ( mass data . center ) ; transform . mul to out unsafe ( m xf , m sweep . local center , m sweep . c 0 ) ; m sweep . c . set ( m sweep . c 0 ) ; final vec 2 temp = m world . get pool ( ) . pop vec 2 ( ) ; temp . set ( m sweep . c ) . sub local ( old center ) ; vec 2 . cross to out ( m angular velocity , temp , temp ) ; m linear velocity . add local ( temp ) ; m world . get pool ( ) . push vec 2 ( 2 ) ; } <SENTENCE_END/>

mass

<SENTENCE_START> { assert ( m world . is locked ( ) == false ) ; if ( m world . is locked ( ) == true ) { return ; } if ( m type != body type . dynamic ) { return ; } m inv mass = 0.0f ; m i = 0.0f ; m inv i = 0.0f ; m mass = mass data . mass ; if ( m mass <= 0.0f ) { m mass = 1f ; } m inv mass = 1.0f / m mass ; if ( mass data . i > 0.0f && ( m flags & e fixed rotation flag ) == 0 ) { m i = mass data . i - m mass * vec 2 . dot ( mass data . center , mass data . center ) ; assert ( m i > 0.0f ) ; m inv i = 1.0f / m i ; } final vec 2 old center = m world . get pool ( ) . pop vec 2 ( ) ; old center . set ( m sweep . c ) ; m sweep . local center . set ( mass data . center ) ; transform . mul to out unsafe ( m xf , m sweep . local center , m sweep . c 0 ) ; m sweep . c . set ( m sweep . c 0 ) ; final vec 2 temp = m world . get pool ( ) . pop vec 2 ( ) ; temp . set ( m sweep . c ) . sub local ( old center ) ; vec 2 . cross to out ( m angular velocity , temp , temp ) ; m linear velocity . add local ( temp ) ; m world . get pool ( ) . push vec 2 ( 2 ) ; } <SENTENCE_END/>

(Copy Probability: 15.8%)

<SENTENCE_START> { assert ( m world . is locked ( ) == false ) ; if ( m world . is locked ( ) == true ) { return ; } if ( m type != body type . dynamic ) { return ; } m inv mass = 0.0f ; m i = 0.0f ; m inv i = 0.0f ; m mass = mass data . mass ; if ( m mass <= 0.0f ) { m mass = 1f ; } m inv mass = 1.0f / m mass ; if ( mass data . i > 0.0f && ( m flags & e fixed rotation flag ) == 0 ) { m i = mass data . i - m mass * vec 2 . dot ( mass data . center , mass data . center ) ; assert ( m i > 0.0f ) ; m inv i = 1.0f / m i ; } final vec 2 old center = m world . get pool ( ) . pop vec 2 ( ) ; old center . set ( m sweep . c ) ; m sweep . local center . set ( mass data . center ) ; transform . mul to out unsafe ( m xf , m sweep . local center , m sweep . c 0 ) ; m sweep . c . set ( m sweep . c 0 ) ; final vec 2 temp = m world . get pool ( ) . pop vec 2 ( ) ; temp . set ( m sweep . c ) . sub local ( old center ) ; vec 2 . cross to out ( m angular velocity , temp , temp ) ; m linear velocity . add local ( temp ) ; m world . get pool ( ) . push vec 2 ( 2 ) ; } <SENTENCE_END/>

data

<SENTENCE_START> { assert ( m world . is locked ( ) == false ) ; if ( m world . is locked ( ) == true ) { return ; } if ( m type != body type . dynamic ) { return ; } m inv mass = 0.0f ; m i = 0.0f ; m inv i = 0.0f ; m mass = mass data . mass ; if ( m mass <= 0.0f ) { m mass = 1f ; } m inv mass = 1.0f / m mass ; if ( mass data . i > 0.0f && ( m flags & e fixed rotation flag ) == 0 ) { m i = mass data . i - m mass * vec 2 . dot ( mass data . center , mass data . center ) ; assert ( m i > 0.0f ) ; m inv i = 1.0f / m i ; } final vec 2 old center = m world . get pool ( ) . pop vec 2 ( ) ; old center . set ( m sweep . c ) ; m sweep . local center . set ( mass data . center ) ; transform . mul to out unsafe ( m xf , m sweep . local center , m sweep . c 0 ) ; m sweep . c . set ( m sweep . c 0 ) ; final vec 2 temp = m world . get pool ( ) . pop vec 2 ( ) ; temp . set ( m sweep . c ) . sub local ( old center ) ; vec 2 . cross to out ( m angular velocity , temp , temp ) ; m linear velocity . add local ( temp ) ; m world . get pool ( ) . push vec 2 ( 2 ) ; } <SENTENCE_END/>

(Copy Probability: 10.2%)

<SENTENCE_START> { assert ( m world . is locked ( ) == false ) ; if ( m world . is locked ( ) == true ) { return ; } if ( m type != body type . dynamic ) { return ; } m inv mass = 0.0f ; m i = 0.0f ; m inv i = 0.0f ; m mass = mass data . mass ; if ( m mass <= 0.0f ) { m mass = 1f ; } m inv mass = 1.0f / m mass ; if ( mass data . i > 0.0f && ( m flags & e fixed rotation flag ) == 0 ) { m i = mass data . i - m mass * vec 2 . dot ( mass data . center , mass data . center ) ; assert ( m i > 0.0f ) ; m inv i = 1.0f / m i ; } final vec 2 old center = m world . get pool ( ) . pop vec 2 ( ) ; old center . set ( m sweep . c ) ; m sweep . local center . set ( mass data . center ) ; transform . mul to out unsafe ( m xf , m sweep . local center , m sweep . c 0 ) ; m sweep . c . set ( m sweep . c 0 ) ; final vec 2 temp = m world . get pool ( ) . pop vec 2 ( ) ; temp . set ( m sweep . c ) . sub local ( old center ) ; vec 2 . cross to out ( m angular velocity , temp , temp ) ; m linear velocity . add local ( temp ) ; m world . get pool ( ) . push vec 2 ( 2 ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { assert ( m world . is locked ( ) == false ) ; if ( m world . is locked ( ) == true ) { return ; } if ( m type != body type . dynamic ) { return ; } m inv mass = 0.0f ; m i = 0.0f ; m inv i = 0.0f ; m mass = mass data . mass ; if ( m mass <= 0.0f ) { m mass = 1f ; } m inv mass = 1.0f / m mass ; if ( mass data . i > 0.0f && ( m flags & e fixed rotation flag ) == 0 ) { m i = mass data . i - m mass * vec 2 . dot ( mass data . center , mass data . center ) ; assert ( m i > 0.0f ) ; m inv i = 1.0f / m i ; } final vec 2 old center = m world . get pool ( ) . pop vec 2 ( ) ; old center . set ( m sweep . c ) ; m sweep . local center . set ( mass data . center ) ; transform . mul to out unsafe ( m xf , m sweep . local center , m sweep . c 0 ) ; m sweep . c . set ( m sweep . c 0 ) ; final vec 2 temp = m world . get pool ( ) . pop vec 2 ( ) ; temp . set ( m sweep . c ) . sub local ( old center ) ; vec 2 . cross to out ( m angular velocity , temp , temp ) ; m linear velocity . add local ( temp ) ; m world . get pool ( ) . push vec 2 ( 2 ) ; } <SENTENCE_END/>

(Copy Probability: 5.0%)

<SENTENCE_START> { assert ( m world . is locked ( ) == false ) ; if ( m world . is locked ( ) == true ) { return ; } if ( m type != body type . dynamic ) { return ; } m inv mass = 0.0f ; m i = 0.0f ; m inv i = 0.0f ; m mass = mass data . mass ; if ( m mass <= 0.0f ) { m mass = 1f ; } m inv mass = 1.0f / m mass ; if ( mass data . i > 0.0f && ( m flags & e fixed rotation flag ) == 0 ) { m i = mass data . i - m mass * vec 2 . dot ( mass data . center , mass data . center ) ; assert ( m i > 0.0f ) ; m inv i = 1.0f / m i ; } final vec 2 old center = m world . get pool ( ) . pop vec 2 ( ) ; old center . set ( m sweep . c ) ; m sweep . local center . set ( mass data . center ) ; transform . mul to out unsafe ( m xf , m sweep . local center , m sweep . c 0 ) ; m sweep . c . set ( m sweep . c 0 ) ; final vec 2 temp = m world . get pool ( ) . pop vec 2 ( ) ; temp . set ( m sweep . c ) . sub local ( old center ) ; vec 2 . cross to out ( m angular velocity , temp , temp ) ; m linear velocity . add local ( temp ) ; m world . get pool ( ) . push vec 2 ( 2 ) ; } <SENTENCE_END/>


Original Name reset,mass,data

reset

<SENTENCE_START> { m mass = 0.0f ; m inv mass = 0.0f ; m i = 0.0f ; m inv i = 0.0f ; m sweep . local center . set zero ( ) ; if ( m type == body type . static || m type == body type . kinematic ) { m sweep . c 0 . set ( m xf . p ) ; m sweep . c . set ( m xf . p ) ; m sweep . a 0 = m sweep . a ; return ; } assert ( m type == body type . dynamic ) ; final vec 2 local center = m world . get pool ( ) . pop vec 2 ( ) ; local center . set zero ( ) ; final vec 2 temp = m world . get pool ( ) . pop vec 2 ( ) ; final mass data mass data = pmd ; for ( fixture f = m fixture list ; f != null ; f = f . m next ) { if ( f . m density == 0.0f ) { continue ; } f . get mass data ( mass data ) ; m mass += mass data . mass ; temp . set ( mass data . center ) . mul local ( mass data . mass ) ; local center . add local ( temp ) ; m i += mass data . i ; } if ( m mass > 0.0f ) { m inv mass = 1.0f / m mass ; local center . mul local ( m inv mass ) ; } else { m mass = 1.0f ; m inv mass = 1.0f ; } if ( m i > 0.0f && ( m flags & e fixed rotation flag ) == 0 ) { m i -= m mass * vec 2 . dot ( local center , local center ) ; assert ( m i > 0.0f ) ; m inv i = 1.0f / m i ; } else { m i = 0.0f ; m inv i = 0.0f ; } vec 2 old center = m world . get pool ( ) . pop vec 2 ( ) ; old center . set ( m sweep . c ) ; m sweep . local center . set ( local center ) ; transform . mul to out unsafe ( m xf , m sweep . local center , m sweep . c 0 ) ; m sweep . c . set ( m sweep . c 0 ) ; temp . set ( m sweep . c ) . sub local ( old center ) ; final vec 2 temp 2 = old center ; vec 2 . cross to out unsafe ( m angular velocity , temp , temp 2 ) ; m linear velocity . add local ( temp 2 ) ; m world . get pool ( ) . push vec 2 ( 3 ) ; } <SENTENCE_END/>

(Copy Probability: 4.1%)

<SENTENCE_START> { m mass = 0.0f ; m inv mass = 0.0f ; m i = 0.0f ; m inv i = 0.0f ; m sweep . local center . set zero ( ) ; if ( m type == body type . static || m type == body type . kinematic ) { m sweep . c 0 . set ( m xf . p ) ; m sweep . c . set ( m xf . p ) ; m sweep . a 0 = m sweep . a ; return ; } assert ( m type == body type . dynamic ) ; final vec 2 local center = m world . get pool ( ) . pop vec 2 ( ) ; local center . set zero ( ) ; final vec 2 temp = m world . get pool ( ) . pop vec 2 ( ) ; final mass data mass data = pmd ; for ( fixture f = m fixture list ; f != null ; f = f . m next ) { if ( f . m density == 0.0f ) { continue ; } f . get mass data ( mass data ) ; m mass += mass data . mass ; temp . set ( mass data . center ) . mul local ( mass data . mass ) ; local center . add local ( temp ) ; m i += mass data . i ; } if ( m mass > 0.0f ) { m inv mass = 1.0f / m mass ; local center . mul local ( m inv mass ) ; } else { m mass = 1.0f ; m inv mass = 1.0f ; } if ( m i > 0.0f && ( m flags & e fixed rotation flag ) == 0 ) { m i -= m mass * vec 2 . dot ( local center , local center ) ; assert ( m i > 0.0f ) ; m inv i = 1.0f / m i ; } else { m i = 0.0f ; m inv i = 0.0f ; } vec 2 old center = m world . get pool ( ) . pop vec 2 ( ) ; old center . set ( m sweep . c ) ; m sweep . local center . set ( local center ) ; transform . mul to out unsafe ( m xf , m sweep . local center , m sweep . c 0 ) ; m sweep . c . set ( m sweep . c 0 ) ; temp . set ( m sweep . c ) . sub local ( old center ) ; final vec 2 temp 2 = old center ; vec 2 . cross to out unsafe ( m angular velocity , temp , temp 2 ) ; m linear velocity . add local ( temp 2 ) ; m world . get pool ( ) . push vec 2 ( 3 ) ; } <SENTENCE_END/>

mass

<SENTENCE_START> { m mass = 0.0f ; m inv mass = 0.0f ; m i = 0.0f ; m inv i = 0.0f ; m sweep . local center . set zero ( ) ; if ( m type == body type . static || m type == body type . kinematic ) { m sweep . c 0 . set ( m xf . p ) ; m sweep . c . set ( m xf . p ) ; m sweep . a 0 = m sweep . a ; return ; } assert ( m type == body type . dynamic ) ; final vec 2 local center = m world . get pool ( ) . pop vec 2 ( ) ; local center . set zero ( ) ; final vec 2 temp = m world . get pool ( ) . pop vec 2 ( ) ; final mass data mass data = pmd ; for ( fixture f = m fixture list ; f != null ; f = f . m next ) { if ( f . m density == 0.0f ) { continue ; } f . get mass data ( mass data ) ; m mass += mass data . mass ; temp . set ( mass data . center ) . mul local ( mass data . mass ) ; local center . add local ( temp ) ; m i += mass data . i ; } if ( m mass > 0.0f ) { m inv mass = 1.0f / m mass ; local center . mul local ( m inv mass ) ; } else { m mass = 1.0f ; m inv mass = 1.0f ; } if ( m i > 0.0f && ( m flags & e fixed rotation flag ) == 0 ) { m i -= m mass * vec 2 . dot ( local center , local center ) ; assert ( m i > 0.0f ) ; m inv i = 1.0f / m i ; } else { m i = 0.0f ; m inv i = 0.0f ; } vec 2 old center = m world . get pool ( ) . pop vec 2 ( ) ; old center . set ( m sweep . c ) ; m sweep . local center . set ( local center ) ; transform . mul to out unsafe ( m xf , m sweep . local center , m sweep . c 0 ) ; m sweep . c . set ( m sweep . c 0 ) ; temp . set ( m sweep . c ) . sub local ( old center ) ; final vec 2 temp 2 = old center ; vec 2 . cross to out unsafe ( m angular velocity , temp , temp 2 ) ; m linear velocity . add local ( temp 2 ) ; m world . get pool ( ) . push vec 2 ( 3 ) ; } <SENTENCE_END/>

(Copy Probability: 30.1%)

<SENTENCE_START> { m mass = 0.0f ; m inv mass = 0.0f ; m i = 0.0f ; m inv i = 0.0f ; m sweep . local center . set zero ( ) ; if ( m type == body type . static || m type == body type . kinematic ) { m sweep . c 0 . set ( m xf . p ) ; m sweep . c . set ( m xf . p ) ; m sweep . a 0 = m sweep . a ; return ; } assert ( m type == body type . dynamic ) ; final vec 2 local center = m world . get pool ( ) . pop vec 2 ( ) ; local center . set zero ( ) ; final vec 2 temp = m world . get pool ( ) . pop vec 2 ( ) ; final mass data mass data = pmd ; for ( fixture f = m fixture list ; f != null ; f = f . m next ) { if ( f . m density == 0.0f ) { continue ; } f . get mass data ( mass data ) ; m mass += mass data . mass ; temp . set ( mass data . center ) . mul local ( mass data . mass ) ; local center . add local ( temp ) ; m i += mass data . i ; } if ( m mass > 0.0f ) { m inv mass = 1.0f / m mass ; local center . mul local ( m inv mass ) ; } else { m mass = 1.0f ; m inv mass = 1.0f ; } if ( m i > 0.0f && ( m flags & e fixed rotation flag ) == 0 ) { m i -= m mass * vec 2 . dot ( local center , local center ) ; assert ( m i > 0.0f ) ; m inv i = 1.0f / m i ; } else { m i = 0.0f ; m inv i = 0.0f ; } vec 2 old center = m world . get pool ( ) . pop vec 2 ( ) ; old center . set ( m sweep . c ) ; m sweep . local center . set ( local center ) ; transform . mul to out unsafe ( m xf , m sweep . local center , m sweep . c 0 ) ; m sweep . c . set ( m sweep . c 0 ) ; temp . set ( m sweep . c ) . sub local ( old center ) ; final vec 2 temp 2 = old center ; vec 2 . cross to out unsafe ( m angular velocity , temp , temp 2 ) ; m linear velocity . add local ( temp 2 ) ; m world . get pool ( ) . push vec 2 ( 3 ) ; } <SENTENCE_END/>

data

<SENTENCE_START> { m mass = 0.0f ; m inv mass = 0.0f ; m i = 0.0f ; m inv i = 0.0f ; m sweep . local center . set zero ( ) ; if ( m type == body type . static || m type == body type . kinematic ) { m sweep . c 0 . set ( m xf . p ) ; m sweep . c . set ( m xf . p ) ; m sweep . a 0 = m sweep . a ; return ; } assert ( m type == body type . dynamic ) ; final vec 2 local center = m world . get pool ( ) . pop vec 2 ( ) ; local center . set zero ( ) ; final vec 2 temp = m world . get pool ( ) . pop vec 2 ( ) ; final mass data mass data = pmd ; for ( fixture f = m fixture list ; f != null ; f = f . m next ) { if ( f . m density == 0.0f ) { continue ; } f . get mass data ( mass data ) ; m mass += mass data . mass ; temp . set ( mass data . center ) . mul local ( mass data . mass ) ; local center . add local ( temp ) ; m i += mass data . i ; } if ( m mass > 0.0f ) { m inv mass = 1.0f / m mass ; local center . mul local ( m inv mass ) ; } else { m mass = 1.0f ; m inv mass = 1.0f ; } if ( m i > 0.0f && ( m flags & e fixed rotation flag ) == 0 ) { m i -= m mass * vec 2 . dot ( local center , local center ) ; assert ( m i > 0.0f ) ; m inv i = 1.0f / m i ; } else { m i = 0.0f ; m inv i = 0.0f ; } vec 2 old center = m world . get pool ( ) . pop vec 2 ( ) ; old center . set ( m sweep . c ) ; m sweep . local center . set ( local center ) ; transform . mul to out unsafe ( m xf , m sweep . local center , m sweep . c 0 ) ; m sweep . c . set ( m sweep . c 0 ) ; temp . set ( m sweep . c ) . sub local ( old center ) ; final vec 2 temp 2 = old center ; vec 2 . cross to out unsafe ( m angular velocity , temp , temp 2 ) ; m linear velocity . add local ( temp 2 ) ; m world . get pool ( ) . push vec 2 ( 3 ) ; } <SENTENCE_END/>

(Copy Probability: 16.3%)

<SENTENCE_START> { m mass = 0.0f ; m inv mass = 0.0f ; m i = 0.0f ; m inv i = 0.0f ; m sweep . local center . set zero ( ) ; if ( m type == body type . static || m type == body type . kinematic ) { m sweep . c 0 . set ( m xf . p ) ; m sweep . c . set ( m xf . p ) ; m sweep . a 0 = m sweep . a ; return ; } assert ( m type == body type . dynamic ) ; final vec 2 local center = m world . get pool ( ) . pop vec 2 ( ) ; local center . set zero ( ) ; final vec 2 temp = m world . get pool ( ) . pop vec 2 ( ) ; final mass data mass data = pmd ; for ( fixture f = m fixture list ; f != null ; f = f . m next ) { if ( f . m density == 0.0f ) { continue ; } f . get mass data ( mass data ) ; m mass += mass data . mass ; temp . set ( mass data . center ) . mul local ( mass data . mass ) ; local center . add local ( temp ) ; m i += mass data . i ; } if ( m mass > 0.0f ) { m inv mass = 1.0f / m mass ; local center . mul local ( m inv mass ) ; } else { m mass = 1.0f ; m inv mass = 1.0f ; } if ( m i > 0.0f && ( m flags & e fixed rotation flag ) == 0 ) { m i -= m mass * vec 2 . dot ( local center , local center ) ; assert ( m i > 0.0f ) ; m inv i = 1.0f / m i ; } else { m i = 0.0f ; m inv i = 0.0f ; } vec 2 old center = m world . get pool ( ) . pop vec 2 ( ) ; old center . set ( m sweep . c ) ; m sweep . local center . set ( local center ) ; transform . mul to out unsafe ( m xf , m sweep . local center , m sweep . c 0 ) ; m sweep . c . set ( m sweep . c 0 ) ; temp . set ( m sweep . c ) . sub local ( old center ) ; final vec 2 temp 2 = old center ; vec 2 . cross to out unsafe ( m angular velocity , temp , temp 2 ) ; m linear velocity . add local ( temp 2 ) ; m world . get pool ( ) . push vec 2 ( 3 ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { m mass = 0.0f ; m inv mass = 0.0f ; m i = 0.0f ; m inv i = 0.0f ; m sweep . local center . set zero ( ) ; if ( m type == body type . static || m type == body type . kinematic ) { m sweep . c 0 . set ( m xf . p ) ; m sweep . c . set ( m xf . p ) ; m sweep . a 0 = m sweep . a ; return ; } assert ( m type == body type . dynamic ) ; final vec 2 local center = m world . get pool ( ) . pop vec 2 ( ) ; local center . set zero ( ) ; final vec 2 temp = m world . get pool ( ) . pop vec 2 ( ) ; final mass data mass data = pmd ; for ( fixture f = m fixture list ; f != null ; f = f . m next ) { if ( f . m density == 0.0f ) { continue ; } f . get mass data ( mass data ) ; m mass += mass data . mass ; temp . set ( mass data . center ) . mul local ( mass data . mass ) ; local center . add local ( temp ) ; m i += mass data . i ; } if ( m mass > 0.0f ) { m inv mass = 1.0f / m mass ; local center . mul local ( m inv mass ) ; } else { m mass = 1.0f ; m inv mass = 1.0f ; } if ( m i > 0.0f && ( m flags & e fixed rotation flag ) == 0 ) { m i -= m mass * vec 2 . dot ( local center , local center ) ; assert ( m i > 0.0f ) ; m inv i = 1.0f / m i ; } else { m i = 0.0f ; m inv i = 0.0f ; } vec 2 old center = m world . get pool ( ) . pop vec 2 ( ) ; old center . set ( m sweep . c ) ; m sweep . local center . set ( local center ) ; transform . mul to out unsafe ( m xf , m sweep . local center , m sweep . c 0 ) ; m sweep . c . set ( m sweep . c 0 ) ; temp . set ( m sweep . c ) . sub local ( old center ) ; final vec 2 temp 2 = old center ; vec 2 . cross to out unsafe ( m angular velocity , temp , temp 2 ) ; m linear velocity . add local ( temp 2 ) ; m world . get pool ( ) . push vec 2 ( 3 ) ; } <SENTENCE_END/>

(Copy Probability: 4.8%)

<SENTENCE_START> { m mass = 0.0f ; m inv mass = 0.0f ; m i = 0.0f ; m inv i = 0.0f ; m sweep . local center . set zero ( ) ; if ( m type == body type . static || m type == body type . kinematic ) { m sweep . c 0 . set ( m xf . p ) ; m sweep . c . set ( m xf . p ) ; m sweep . a 0 = m sweep . a ; return ; } assert ( m type == body type . dynamic ) ; final vec 2 local center = m world . get pool ( ) . pop vec 2 ( ) ; local center . set zero ( ) ; final vec 2 temp = m world . get pool ( ) . pop vec 2 ( ) ; final mass data mass data = pmd ; for ( fixture f = m fixture list ; f != null ; f = f . m next ) { if ( f . m density == 0.0f ) { continue ; } f . get mass data ( mass data ) ; m mass += mass data . mass ; temp . set ( mass data . center ) . mul local ( mass data . mass ) ; local center . add local ( temp ) ; m i += mass data . i ; } if ( m mass > 0.0f ) { m inv mass = 1.0f / m mass ; local center . mul local ( m inv mass ) ; } else { m mass = 1.0f ; m inv mass = 1.0f ; } if ( m i > 0.0f && ( m flags & e fixed rotation flag ) == 0 ) { m i -= m mass * vec 2 . dot ( local center , local center ) ; assert ( m i > 0.0f ) ; m inv i = 1.0f / m i ; } else { m i = 0.0f ; m inv i = 0.0f ; } vec 2 old center = m world . get pool ( ) . pop vec 2 ( ) ; old center . set ( m sweep . c ) ; m sweep . local center . set ( local center ) ; transform . mul to out unsafe ( m xf , m sweep . local center , m sweep . c 0 ) ; m sweep . c . set ( m sweep . c 0 ) ; temp . set ( m sweep . c ) . sub local ( old center ) ; final vec 2 temp 2 = old center ; vec 2 . cross to out unsafe ( m angular velocity , temp , temp 2 ) ; m linear velocity . add local ( temp 2 ) ; m world . get pool ( ) . push vec 2 ( 3 ) ; } <SENTENCE_END/>


Original Name get,world,point

get

<SENTENCE_START> { vec 2 v = new vec 2 ( ) ; get world point to out ( local point , v ) ; return v ; } <SENTENCE_END/>

(Copy Probability: 2.6%)

<SENTENCE_START> { vec 2 v = new vec 2 ( ) ; get world point to out ( local point , v ) ; return v ; } <SENTENCE_END/>

world

<SENTENCE_START> { vec 2 v = new vec 2 ( ) ; get world point to out ( local point , v ) ; return v ; } <SENTENCE_END/>

(Copy Probability: 83.0%)

<SENTENCE_START> { vec 2 v = new vec 2 ( ) ; get world point to out ( local point , v ) ; return v ; } <SENTENCE_END/>

point

<SENTENCE_START> { vec 2 v = new vec 2 ( ) ; get world point to out ( local point , v ) ; return v ; } <SENTENCE_END/>

(Copy Probability: 77.0%)

<SENTENCE_START> { vec 2 v = new vec 2 ( ) ; get world point to out ( local point , v ) ; return v ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { vec 2 v = new vec 2 ( ) ; get world point to out ( local point , v ) ; return v ; } <SENTENCE_END/>

(Copy Probability: 6.2%)

<SENTENCE_START> { vec 2 v = new vec 2 ( ) ; get world point to out ( local point , v ) ; return v ; } <SENTENCE_END/>


Original Name get,world,point,to,out

get

<SENTENCE_START> { transform . mul to out ( m xf , local point , out ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { transform . mul to out ( m xf , local point , out ) ; } <SENTENCE_END/>

world

<SENTENCE_START> { transform . mul to out ( m xf , local point , out ) ; } <SENTENCE_END/>

(Copy Probability: 2.4%)

<SENTENCE_START> { transform . mul to out ( m xf , local point , out ) ; } <SENTENCE_END/>

point

<SENTENCE_START> { transform . mul to out ( m xf , local point , out ) ; } <SENTENCE_END/>

(Copy Probability: 3.9%)

<SENTENCE_START> { transform . mul to out ( m xf , local point , out ) ; } <SENTENCE_END/>

to

<SENTENCE_START> { transform . mul to out ( m xf , local point , out ) ; } <SENTENCE_END/>

(Copy Probability: 3.1%)

<SENTENCE_START> { transform . mul to out ( m xf , local point , out ) ; } <SENTENCE_END/>

out

<SENTENCE_START> { transform . mul to out ( m xf , local point , out ) ; } <SENTENCE_END/>

(Copy Probability: 4.8%)

<SENTENCE_START> { transform . mul to out ( m xf , local point , out ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { transform . mul to out ( m xf , local point , out ) ; } <SENTENCE_END/>

(Copy Probability: 3.5%)

<SENTENCE_START> { transform . mul to out ( m xf , local point , out ) ; } <SENTENCE_END/>


Original Name get,world,vector

get

<SENTENCE_START> { vec 2 out = new vec 2 ( ) ; get world vector to out ( local vector , out ) ; return out ; } <SENTENCE_END/>

(Copy Probability: 2.3%)

<SENTENCE_START> { vec 2 out = new vec 2 ( ) ; get world vector to out ( local vector , out ) ; return out ; } <SENTENCE_END/>

world

<SENTENCE_START> { vec 2 out = new vec 2 ( ) ; get world vector to out ( local vector , out ) ; return out ; } <SENTENCE_END/>

(Copy Probability: 85.2%)

<SENTENCE_START> { vec 2 out = new vec 2 ( ) ; get world vector to out ( local vector , out ) ; return out ; } <SENTENCE_END/>

vector

<SENTENCE_START> { vec 2 out = new vec 2 ( ) ; get world vector to out ( local vector , out ) ; return out ; } <SENTENCE_END/>

(Copy Probability: 60.0%)

<SENTENCE_START> { vec 2 out = new vec 2 ( ) ; get world vector to out ( local vector , out ) ; return out ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { vec 2 out = new vec 2 ( ) ; get world vector to out ( local vector , out ) ; return out ; } <SENTENCE_END/>

(Copy Probability: 5.1%)

<SENTENCE_START> { vec 2 out = new vec 2 ( ) ; get world vector to out ( local vector , out ) ; return out ; } <SENTENCE_END/>


Original Name get,world,vector,to,out

get

<SENTENCE_START> { rot . mul to out ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { rot . mul to out ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

world

<SENTENCE_START> { rot . mul to out ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

(Copy Probability: 1.5%)

<SENTENCE_START> { rot . mul to out ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

vector

<SENTENCE_START> { rot . mul to out ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

(Copy Probability: 2.2%)

<SENTENCE_START> { rot . mul to out ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

to

<SENTENCE_START> { rot . mul to out ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

(Copy Probability: 3.1%)

<SENTENCE_START> { rot . mul to out ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

out

<SENTENCE_START> { rot . mul to out ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

(Copy Probability: 3.0%)

<SENTENCE_START> { rot . mul to out ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { rot . mul to out ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

(Copy Probability: 3.0%)

<SENTENCE_START> { rot . mul to out ( m xf . q , local vector , out ) ; } <SENTENCE_END/>


Original Name get,world,vector,to,out,unsafe

get

<SENTENCE_START> { rot . mul to out unsafe ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { rot . mul to out unsafe ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

world

<SENTENCE_START> { rot . mul to out unsafe ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

(Copy Probability: 1.4%)

<SENTENCE_START> { rot . mul to out unsafe ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

vector

<SENTENCE_START> { rot . mul to out unsafe ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

(Copy Probability: 2.6%)

<SENTENCE_START> { rot . mul to out unsafe ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

to

<SENTENCE_START> { rot . mul to out unsafe ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

(Copy Probability: 7.6%)

<SENTENCE_START> { rot . mul to out unsafe ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

out

<SENTENCE_START> { rot . mul to out unsafe ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

(Copy Probability: 6.2%)

<SENTENCE_START> { rot . mul to out unsafe ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

unsafe

<SENTENCE_START> { rot . mul to out unsafe ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

(Copy Probability: 6.0%)

<SENTENCE_START> { rot . mul to out unsafe ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { rot . mul to out unsafe ( m xf . q , local vector , out ) ; } <SENTENCE_END/>

(Copy Probability: 7.0%)

<SENTENCE_START> { rot . mul to out unsafe ( m xf . q , local vector , out ) ; } <SENTENCE_END/>


Original Name get,local,point

get

<SENTENCE_START> { vec 2 out = new vec 2 ( ) ; get local point to out ( world point , out ) ; return out ; } <SENTENCE_END/>

(Copy Probability: 3.0%)

<SENTENCE_START> { vec 2 out = new vec 2 ( ) ; get local point to out ( world point , out ) ; return out ; } <SENTENCE_END/>

local

<SENTENCE_START> { vec 2 out = new vec 2 ( ) ; get local point to out ( world point , out ) ; return out ; } <SENTENCE_END/>

(Copy Probability: 93.7%)

<SENTENCE_START> { vec 2 out = new vec 2 ( ) ; get local point to out ( world point , out ) ; return out ; } <SENTENCE_END/>

point

<SENTENCE_START> { vec 2 out = new vec 2 ( ) ; get local point to out ( world point , out ) ; return out ; } <SENTENCE_END/>

(Copy Probability: 96.1%)

<SENTENCE_START> { vec 2 out = new vec 2 ( ) ; get local point to out ( world point , out ) ; return out ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { vec 2 out = new vec 2 ( ) ; get local point to out ( world point , out ) ; return out ; } <SENTENCE_END/>

(Copy Probability: 48.9%)

<SENTENCE_START> { vec 2 out = new vec 2 ( ) ; get local point to out ( world point , out ) ; return out ; } <SENTENCE_END/>


Original Name get,local,point,to,out

get

<SENTENCE_START> { transform . mul trans to out ( m xf , world point , out ) ; } <SENTENCE_END/>

(Copy Probability: 1.8%)

<SENTENCE_START> { transform . mul trans to out ( m xf , world point , out ) ; } <SENTENCE_END/>

local

<SENTENCE_START> { transform . mul trans to out ( m xf , world point , out ) ; } <SENTENCE_END/>

(Copy Probability: 39.4%)

<SENTENCE_START> { transform . mul trans to out ( m xf , world point , out ) ; } <SENTENCE_END/>

point

<SENTENCE_START> { transform . mul trans to out ( m xf , world point , out ) ; } <SENTENCE_END/>

(Copy Probability: 58.6%)

<SENTENCE_START> { transform . mul trans to out ( m xf , world point , out ) ; } <SENTENCE_END/>

to

<SENTENCE_START> { transform . mul trans to out ( m xf , world point , out ) ; } <SENTENCE_END/>

(Copy Probability: 25.5%)

<SENTENCE_START> { transform . mul trans to out ( m xf , world point , out ) ; } <SENTENCE_END/>

out

<SENTENCE_START> { transform . mul trans to out ( m xf , world point , out ) ; } <SENTENCE_END/>