⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#42
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- Refactor `MicrotubuleTorus` to use `THREE.InstancedMesh`.
- Reduce draw calls from 1,080 to 2 for torus rendering.
- Use a reusable `Object3D` in the `useFrame` loop for efficient matrix updates.
- Set `frustumCulled={false}` to ensure visibility during animations.
Co-authored-by: jason420247 <44763042+jason420247@users.noreply.github.com>
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💡 What: Refactored the
MicrotubuleToruscomponent incomponents/QuantumScene.tsxto useTHREE.InstancedMeshinstead of individual mesh instances for each unit.🎯 Why: Rendering thousands of individual meshes is extremely expensive due to high draw call overhead. The previous implementation for two toruses with 360 and 720 units respectively resulted in 1,080 draw calls just for the microtubule structures.
📊 Measured Improvement:
InstancedMesh), representing a 99.8% reduction in draw call overhead for these components.THREE.Object3Dfor matrix calculations within theuseFrameloop, preventing the allocation and subsequent garbage collection of thousands of transformation objects per second.frustumCulled={false}to prevent flickering or disappearing meshes during complex animations where bounding box calculations might lag.PR created automatically by Jules for task 2937390998522986373 started by @jason420247