IFClite TypeScript API
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    Interface GeometryResult

    interface GeometryResult {
        coordinateInfo: CoordinateInfo;
        instancedGeometryAabbs?: Map<number, EntityWorldAabb>;
        instancedGeometryHashes?: Map<number, bigint>;
        instancedGeometryVolumes?: Map<number, number>;
        meshes: MeshData[];
        pointClouds?: PointCloudAsset[];
        totalTriangles: number;
        totalVertices: number;
    }
    Index
    coordinateInfo: CoordinateInfo
    instancedGeometryAabbs?: Map<number, EntityWorldAabb>

    World bounding boxes for the SAME instanced-only entities as GeometryResult.instancedGeometryHashes, keyed the same way. A separate map rather than a field on the hash entry because an entity can have a hash and no box (the wasm side writes six NaNs there); a key missing here means exactly that. Absent when geometry hashing is off, nothing was fully instanced, or the wasm build predates the getter.

    instancedGeometryHashes?: Map<number, bigint>

    Geometry-diff hashes (#924) for instanced-ONLY entities — repeated opaque geometry whose whole mesh set went to the GPU-instanced shard, so it never appears in meshes. Keyed by express id → hash. Lets the compare feature detect geometry changes on instanced elements (it would otherwise silently miss them, a regression vs. the pre-instancing flat path). Absent when geometry hashing is off or no entity was fully instanced.

    instancedGeometryVolumes?: Map<number, number>

    Enclosed volumes (m³) for the SAME instanced-only entities, keyed the same way (#1993). A third map for the same reason the boxes are a second one: an entity can be hashed and boxed with no PROVED volume, so a key missing here means exactly "not proved", and folding it into the hash entry would make absence indistinguishable from an entity that has no fingerprint at all. Absent when geometry hashing is off, nothing was fully instanced, or the wasm build predates the getter.

    meshes: MeshData[]
    pointClouds?: PointCloudAsset[]

    Optional point clouds emitted alongside meshes. Renderers that don't understand points are free to ignore this; the dedicated point pipeline in @ifc-lite/renderer consumes it via Renderer.addPointClouds().

    totalTriangles: number
    totalVertices: number