⚡ Optimize MicrotubuleTorus with InstancedMesh#77
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Implemented InstancedMesh to reduce draw calls in the QuantumScene component.
The MicrotubuleTorus component now uses a single draw call per torus instead of
one per cube, significantly improving rendering performance.
- Use InstancedMesh for rendering microtubule segments.
- Optimized animation loop using setMatrixAt and Object3D for matrix calculations.
- Added key={count} to ensure correct remounting on count changes.
- Set frustumCulled={false} for better visibility of instances.
Co-authored-by: jason420247 <44763042+jason420247@users.noreply.github.com>
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💡 What:
The optimization replaces individual
meshcomponents for each cube in theMicrotubuleToruscomponent with a singleinstancedMesh. It usesuseFrameto update the instance matrices for animation efficiently usingsetMatrixAtand a reusableTHREE.Object3D.🎯 Why:
Rendering thousands of individual meshes (360 + 720 = 1080 cubes) was extremely expensive, resulting in over 1000 draw calls per frame. This caused significant CPU and GPU overhead, especially during animations. Using
InstancedMeshcollapses these thousands of draw calls into just 2 (one per torus).📊 Measured Improvement:
Note: The
components/QuantumScene.tsxfile was missing from the master branch and was reconstructed based on the provided unoptimized baseline snippet and historical repository patterns before optimization.PR created automatically by Jules for task 1848631471476264612 started by @jason420247