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⚡ Optimize MicrotubuleTorus with InstancedMesh in QuantumScene.tsx#70

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⚡ Optimize MicrotubuleTorus with InstancedMesh in QuantumScene.tsx#70
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⚡-optimize-microtubule-torus-instanced-mesh-2221616724249149708

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@jason420247

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💡 What:
Replaced the individual mesh rendering logic in the MicrotubuleTorus component with THREE.InstancedMesh. The component now uses a single instanced mesh to render all cubes in the torus, updating their matrices in the useFrame loop using a reusable THREE.Object3D.

🎯 Why:
Rendering hundreds of individual mesh components (360 for the first torus, 720 for the second) created a significant performance bottleneck due to excessive draw calls. Using InstancedMesh consolidates these into a single draw call per component, drastically improving rendering efficiency.

📊 Measured Improvement:

  • Baseline: ~1082 estimated draw calls (360 + 720 + lighting/overhead).
  • Optimized: ~4 estimated draw calls (1 + 1 + lighting/overhead).
  • Result: ~99.6% reduction in draw calls for the QuantumScene.

PR created automatically by Jules for task 2221616724249149708 started by @jason420247

- Implement `THREE.InstancedMesh` in `MicrotubuleTorus` to reduce draw calls.
- Use `useMemo` for `THREE.Object3D` to handle matrix updates efficiently in `useFrame`.
- Add `key={count}` to ensure proper re-initialization when instance count changes.
- Set `frustumCulled={false}` to prevent flickering during animations.
- Reduction from ~1082 to ~4 theoretical draw calls.

Co-authored-by: jason420247 <44763042+jason420247@users.noreply.github.com>
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