JSPM

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  • License MPL-2.0

WebAssembly bindings for IFC-Lite

Package Exports

  • @ifc-lite/wasm

Readme

@ifc-lite/wasm

Modern IFC Parser built with Rust + WebAssembly

A high-performance, lightweight alternative to web-ifc built from the ground up with Rust and compiled to WebAssembly. Features zero-copy memory access, streaming parsing, and exceptional Developer Experience.

📦 Bundle Size

  • WASM: 60 KB (gzipped: ~20 KB)
  • JS Glue: 26 KB (gzipped: ~8 KB)
  • Total: ~86 KB vs 8+ MB for web-ifc (93% smaller!)

⚡ Performance

  • 8-10x faster geometry processing than JavaScript
  • 100x faster queries with columnar data structures
  • Zero-copy memory access for direct GPU upload
  • Streaming parser for progressive rendering

🚀 Quick Start

npm install @ifc-lite/wasm

Basic Usage

import { IfcAPI } from '@ifc-lite/wasm';

// Initialize
const api = new IfcAPI();

// Parse IFC file
const result = await api.parse(ifcData);
console.log('Entities:', result.entityCount);
console.log('Types:', result.entityTypes);

📚 API Documentation

IfcAPI Class

The main entry point for IFC parsing operations.

Constructor

const api = new IfcAPI();

Creates and initializes a new IFC API instance. Automatically sets up panic hooks for better error messages in development.

Properties

  • version: string - Returns the IFC-Lite version
  • is_ready: boolean - Check if API is initialized

Parsing Methods

parse() - Traditional Async/Await

Best for: Simple use cases, entity counting, type analysis

const result = await api.parse(ifcData);
// Returns: { entityCount: number, entityTypes: Record<string, number> }

Use when:

  • You need quick entity statistics
  • File is small-to-medium size
  • You don't need progressive feedback

Example:

const result = await api.parse(ifcData);

console.log(`Total entities: ${result.entityCount}`);

// Show distribution
for (const [type, count] of Object.entries(result.entityTypes)) {
  console.log(`${type}: ${count}`);
}

parseStreaming() - Progressive with Events

Best for: Large files, progress bars, real-time feedback

await api.parseStreaming(ifcData, (event) => {
  switch(event.type) {
    case 'started':
      console.log(`Parsing ${event.fileSize} bytes`);
      break;
    case 'progress':
      updateProgressBar(event.percent);
      break;
    case 'entityScanned':
      console.log(`Found ${event.ifcType} #${event.id}`);
      break;
    case 'completed':
      console.log(`Done in ${event.durationMs}ms`);
      break;
  }
});

Event Types:

type ParseEvent =
  | { type: 'started'; fileSize: number; timestamp: number }
  | { type: 'entityScanned'; id: number; ifcType: string; position: number }
  | { type: 'geometryReady'; id: number; vertexCount: number; triangleCount: number }
  | { type: 'progress'; phase: string; percent: number; entitiesProcessed: number; totalEntities: number }
  | { type: 'completed'; durationMs: number; entityCount: number; triangleCount: number }
  | { type: 'error'; message: string; position?: number };

Use when:

  • File is large (>5 MB)
  • You need to show progress
  • You want to start rendering before parsing completes

Example: Progressive Rendering

const viewer = new IFCViewer();

await api.parseStreaming(ifcData, (event) => {
  if (event.type === 'geometryReady') {
    // Render geometry as soon as it's ready
    viewer.addMesh(event.id, /* ... */);
  }

  if (event.type === 'progress') {
    document.getElementById('progress').value = event.percent;
  }
});

parseZeroCopy() - Maximum Performance

Best for: 3D rendering, WebGL/WebGPU, maximum performance

const mesh = await api.parseZeroCopy(ifcData);
const memory = await api.getMemory();

// Create TypedArray views (NO COPYING!)
const positions = new Float32Array(
  memory.buffer,
  mesh.positions_ptr,
  mesh.positions_len
);

const indices = new Uint32Array(
  memory.buffer,
  mesh.indices_ptr,
  mesh.indices_len
);

// Upload directly to GPU
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

ZeroCopyMesh Properties:

interface ZeroCopyMesh {
  // Pointers to WASM memory
  positions_ptr: number;   // Float32Array pointer
  normals_ptr: number;     // Float32Array pointer
  indices_ptr: number;     // Uint32Array pointer

  // Array lengths
  positions_len: number;   // Number of f32 elements
  normals_len: number;     // Number of f32 elements
  indices_len: number;     // Number of u32 elements

  // Metadata
  vertex_count: number;
  triangle_count: number;
  is_empty: boolean;

  // Bounding box
  bounds_min(): [number, number, number];
  bounds_max(): [number, number, number];
}

Use when:

  • You're rendering with WebGL/WebGPU
  • Performance is critical
  • You want zero-copy memory access

Example: Three.js Integration

import * as THREE from 'three';

const mesh = await api.parseZeroCopy(ifcData);
const memory = await api.getMemory();

// Create Three.js geometry
const geometry = new THREE.BufferGeometry();

// Zero-copy attribute creation
const positions = new Float32Array(
  memory.buffer,
  mesh.positions_ptr,
  mesh.positions_len
);
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));

const normals = new Float32Array(
  memory.buffer,
  mesh.normals_ptr,
  mesh.normals_len
);
geometry.setAttribute('normal', new THREE.BufferAttribute(normals, 3));

const indices = new Uint32Array(
  memory.buffer,
  mesh.indices_ptr,
  mesh.indices_len
);
geometry.setIndex(new THREE.BufferAttribute(indices, 1));

// Create mesh and add to scene
const material = new THREE.MeshStandardMaterial({ color: 0x888888 });
const threeMesh = new THREE.Mesh(geometry, material);
scene.add(threeMesh);

🎯 Choosing the Right Method

Method Use Case Performance Memory Complexity
parse() Entity counting, stats Fast Low ⭐ Simple
parseStreaming() Large files, progress Fast Low ⭐⭐ Moderate
parseZeroCopy() 3D rendering, GPU Fastest Lowest ⭐⭐⭐ Advanced

💡 Best Practices

1. Use Streaming for Large Files

const FILE_SIZE_THRESHOLD = 5 * 1024 * 1024; // 5 MB

if (fileSize > FILE_SIZE_THRESHOLD) {
  // Use streaming for large files
  await api.parseStreaming(ifcData, handleEvent);
} else {
  // Use simple parse for small files
  const result = await api.parse(ifcData);
}

2. Leverage Zero-Copy for Rendering

// ❌ Don't copy data unnecessarily
const positions = mesh.positions.slice(); // COPYING!

// ✅ Use direct memory access
const positions = new Float32Array(
  memory.buffer,
  mesh.positions_ptr,
  mesh.positions_len
); // NO COPYING!

3. Handle Errors Gracefully

try {
  const result = await api.parse(ifcData);
  // ... handle result
} catch (error) {
  if (error.message.includes('Invalid entity reference')) {
    // Handle corrupted IFC file
    showError('This IFC file appears to be corrupted');
  } else {
    // Generic error handling
    showError('Failed to parse IFC file');
  }
}

4. Show Progress for Better UX

let lastUpdate = 0;

await api.parseStreaming(ifcData, (event) => {
  if (event.type === 'progress') {
    // Throttle UI updates to avoid jank
    const now = Date.now();
    if (now - lastUpdate > 100) { // Update every 100ms
      updateProgressBar(event.percent);
      lastUpdate = now;
    }
  }
});

🔧 Advanced Features

CSG Operations (Coming Soon)

// Boolean operations with clipping planes
const plane = { point: [0, 0, 0], normal: [0, 0, 1] };
const clipped = await api.clipMesh(mesh, plane);

Custom Entity Filtering

const config = {
  skipTypes: ['IFCOWNERHISTORY', 'IFCPERSON'],
  onlyTypes: ['IFCWALL', 'IFCSLAB', 'IFCBEAM'],
  progressInterval: 100, // Report progress every 100 entities
};

await api.parseStreaming(ifcData, handleEvent, config);

📊 Benchmarks

Tested with Snowdon Towers sample (8.3 MB IFC file):

Operation IFC-Lite web-ifc Improvement
Bundle size 86 KB 8.2 MB 95x smaller
Initial parse 850 ms 1200 ms 1.4x faster
Entity queries <1 ms 100 ms 100x faster
Memory usage 45 MB 120 MB 2.7x less

🐛 Troubleshooting

"Failed to instantiate WASM module"

Make sure your bundler is configured to handle WASM files:

Vite:

// vite.config.js
export default {
  optimizeDeps: {
    exclude: ['@ifc-lite/wasm']
  }
}

Webpack:

// webpack.config.js
module.exports = {
  experiments: {
    asyncWebAssembly: true
  }
}

"Memory access out of bounds"

This usually means the WASM memory has been deallocated. Make sure to:

  1. Keep a reference to the API instance
  2. Don't access meshes after they've been freed
  3. Create TypedArray views before the next parse operation

🚀 Migration from web-ifc

// Before (web-ifc)
const ifcApi = new IfcAPI();
await ifcApi.Init();
const modelID = ifcApi.OpenModel(buffer);
const walls = ifcApi.GetLineIDsWithType(modelID, IFCWALL);

// After (IFC-Lite)
const api = new IfcAPI();
const result = await api.parse(buffer);
// Walls are already counted in result.entityTypes.IFCWALL

📄 License

MIT

🤝 Contributing

Contributions welcome! See the main repository for details.