IFClite TypeScript API
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    Interface DecodedPointChunk

    A decoded chunk of points ready for upload to a GPU buffer.

    Coordinates are in the source's native space. Any z-up→y-up swap and RTC offset is the renderer's responsibility (it already owns those for triangle meshes). Optional 4x4 transform on the asset is applied per-vertex in the vertex shader.

    Color channel layout: 0..1 floats per channel. RGB only — alpha is solid. Classification (LAS-style) is a per-point u8.

    interface DecodedPointChunk {
        bbox: PointCloudBBox;
        classifications?: Uint8Array<ArrayBufferLike>;
        colors?: Float32Array<ArrayBufferLike>;
        intensities?: Uint16Array<ArrayBufferLike>;
        normals?: Float32Array<ArrayBufferLike>;
        normalState: PointNormalState;
        pointCount: number;
        positions: Float32Array;
    }
    Index

    Local bbox of this chunk's positions (pre-transform)

    classifications?: Uint8Array<ArrayBufferLike>

    Per-point u8 classification — undefined when source has none

    colors?: Float32Array<ArrayBufferLike>

    [r,g,b, r,g,b, ...] in 0..1 — undefined when source has no color

    intensities?: Uint16Array<ArrayBufferLike>

    Per-point u16 intensity — undefined when source has none

    normals?: Float32Array<ArrayBufferLike>

    Source-supplied oriented normals [nx,ny,nz, ...], row-aligned with positions.

    normalState: PointNormalState

    Source-wide normal provenance; invalid must never silently become absent after sampling.

    pointCount: number

    Number of points in this chunk (positions.length / 3)

    positions: Float32Array

    [x,y,z, x,y,z, ...]