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⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#42

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⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#42
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⚡-optimize-microtubule-torus-instanced-mesh-7243956-3380751165246601399-2937390998522986373

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💡 What: Refactored the MicrotubuleTorus component in components/QuantumScene.tsx to use THREE.InstancedMesh instead 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:

  • Draw Calls: Reduced from 1,080 to 2 per frame (one for each InstancedMesh), representing a 99.8% reduction in draw call overhead for these components.
  • Memory/GC: Used a reusable THREE.Object3D for matrix calculations within the useFrame loop, preventing the allocation and subsequent garbage collection of thousands of transformation objects per second.
  • Robustness: Added 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

- 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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