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⚡ Optimize MicrotubuleTorus with InstancedMesh#78

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⚡ Optimize MicrotubuleTorus with InstancedMesh#78
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⚡-optimize-microtubule-torus-instanced-mesh-280724712200231754-4656933140055680289

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💡 What: Replaced individual mesh components with THREE.InstancedMesh in the MicrotubuleTorus component within QuantumScene.tsx.

🎯 Why: Rendering thousands of individual meshes caused excessive draw calls (over 1,000 per frame), which is extremely expensive for the CPU and GPU.

📊 Measured Improvement: Theoretically reduced draw calls from 1082 to 4 (a ~99.6% reduction). Used a reusable Object3D for efficient matrix updates in the useFrame loop and added key={count} to ensure correct remounting when instance count changes. The file was reconstructed from snippets and history as it was absent in the current branch.


PR created automatically by Jules for task 4656933140055680289 started by @jason420247

- Refactor `MicrotubuleTorus` to use `THREE.InstancedMesh`.
- Reduce theoretical draw calls from 1082 to 4 per scene.
- Optimize the animation loop using a reusable `THREE.Object3D` for matrix calculations.
- Add `key={count}` to ensure correct remounting on count changes.
- Set `frustumCulled={false}` to prevent instances from disappearing prematurely.
- Reconstruct the missing `QuantumScene.tsx` file based on provided snippets and historical blobs.

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