⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#47
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- Refactor `MicrotubuleTorus` to use `THREE.InstancedMesh` for rendering.
- Reduce draw calls from 1,080 to 2 per scene for the toruses.
- Use a reusable `THREE.Object3D` in the `useFrame` loop for efficient matrix updates.
- Added `key={count}` to `instancedMesh` to ensure proper buffer reallocation if count changes.
- Set `frustumCulled={false}` to ensure visibility during complex transformations.
- Ensure the component is well-formatted and passes syntax checks.
Co-authored-by: jason420247 <44763042+jason420247@users.noreply.github.com>
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💡 What: Refactored the
MicrotubuleToruscomponent incomponents/QuantumScene.tsxto useTHREE.InstancedMeshfor rendering.🎯 Why: The original implementation rendered individual meshes for each unit in the toruses (360 and 720 units respectively). This resulted in over 1000 draw calls per frame, which is extremely expensive for the GPU.
📊 Measured Improvement:
THREE.Object3Dinstance for matrix calculations within theuseFrameloop, significantly reducing object creation and garbage collection pressure.key={count}to ensure theInstancedMeshcorrectly remounts and reallocates buffers if the instance count changes dynamically.PR created automatically by Jules for task 776431085574839906 started by @jason420247