⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#68
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- Refactored MicrotubuleTorus to use InstancedMesh for efficient rendering.
- Implemented matrix-based animation loop in useFrame.
- Used Object3D for reusable matrix calculations.
- Added key={count} to ensure proper remounting on count changes.
- Reduced theoretical draw calls from ~1082 to ~4.
Co-authored-by: jason420247 <44763042+jason420247@users.noreply.github.com>
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💡 What: The optimization replaces individual
<mesh>components with a single<instancedMesh>for theMicrotubuleToruscomponent. It pre-calculates positions usinguseMemoand updates instance matrices in theuseFrameloop using a reusableTHREE.Object3Dinstance.🎯 Why: Rendering hundreds or thousands of individual meshes is computationally expensive due to the high number of draw calls (one per mesh). Instancing allows the GPU to render many identical geometries in a single draw call, significantly improving frame rates and reducing CPU overhead.
📊 Measured Improvement:
tempObjectfor matrix calculations minimizes garbage collection overhead during animation frames.key={count}to handle dynamic instance count changes safely.PR created automatically by Jules for task 16037118529389045494 started by @jason420247