in wasm/data.cpp [74:140]
void pack(bool selected, uint32_t vertexCount, float *positions, float *rotations, float *scales, uint8_t *colors,
uint8_t *selection, uint32_t *data, float *worldPositions, float *worldRotations, float *worldScales) {
float rot[4];
float rotMat[9];
float scaleMat[9] = {0};
float M[9];
float sigma[6];
for (uint32_t i = 0; i < vertexCount; i++) {
float x = positions[i * 3 + 0];
float y = positions[i * 3 + 1];
float z = positions[i * 3 + 2];
worldPositions[i * 3 + 0] = x;
worldPositions[i * 3 + 1] = y;
worldPositions[i * 3 + 2] = z;
data[8 * i + 0] = *(uint32_t *)&x;
data[8 * i + 1] = *(uint32_t *)&y;
data[8 * i + 2] = *(uint32_t *)&z;
data[8 * i + 3] = 0;
if (selected || selection[i] > 0) {
data[8 * i + 3] |= 0x01000000;
}
uint32_t color = 0;
color |= (uint32_t)colors[i * 4 + 0] << 0;
color |= (uint32_t)colors[i * 4 + 1] << 8;
color |= (uint32_t)colors[i * 4 + 2] << 16;
color |= (uint32_t)colors[i * 4 + 3] << 24;
data[8 * i + 7] = color;
rot[0] = rotations[i * 4 + 1];
rot[1] = rotations[i * 4 + 2];
rot[2] = rotations[i * 4 + 3];
rot[3] = -rotations[i * 4 + 0];
quaternionToMatrix3(rot, rotMat);
worldRotations[i * 4 + 0] = rot[0];
worldRotations[i * 4 + 1] = rot[1];
worldRotations[i * 4 + 2] = rot[2];
worldRotations[i * 4 + 3] = rot[3];
scaleMat[0] = scales[i * 3 + 0];
scaleMat[4] = scales[i * 3 + 1];
scaleMat[8] = scales[i * 3 + 2];
worldScales[i * 3 + 0] = scaleMat[0];
worldScales[i * 3 + 1] = scaleMat[4];
worldScales[i * 3 + 2] = scaleMat[8];
multiplyMatrix3(scaleMat, rotMat, M);
sigma[0] = M[0] * M[0] + M[3] * M[3] + M[6] * M[6];
sigma[1] = M[0] * M[1] + M[3] * M[4] + M[6] * M[7];
sigma[2] = M[0] * M[2] + M[3] * M[5] + M[6] * M[8];
sigma[3] = M[1] * M[1] + M[4] * M[4] + M[7] * M[7];
sigma[4] = M[1] * M[2] + M[4] * M[5] + M[7] * M[8];
sigma[5] = M[2] * M[2] + M[5] * M[5] + M[8] * M[8];
data[8 * i + 4] = packHalf2x16(4 * sigma[0], 4 * sigma[1]);
data[8 * i + 5] = packHalf2x16(4 * sigma[2], 4 * sigma[3]);
data[8 * i + 6] = packHalf2x16(4 * sigma[4], 4 * sigma[5]);
}
}