⚡ Optimize MicrotubuleTorus with InstancedMesh#80
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- 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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💡 What: Refactored the
MicrotubuleToruscomponent incomponents/QuantumScene.tsxto useTHREE.InstancedMeshinstead of individualmeshcomponents.🎯 Why: Rendering hundreds or thousands of individual meshes creates an excessive number of draw calls (one per mesh), which significantly impacts CPU and GPU performance.
InstancedMeshallows multiple instances of the same geometry and material to be rendered in a single draw call.📊 Measured Improvement:
THREE.Object3Dfor matrix updates within theuseFrameloop reduces per-frame object allocation and garbage collection overhead.key={count}to handle dynamic instance count changes andfrustumCulled={false}to ensure visibility during complex orbital animations.Note: The
components/QuantumScene.tsxfile was reconstructed from task snippets and historical blobs as it was missing from the current branch'smasterHEAD.PR created automatically by Jules for task 10546446207227002746 started by @jason420247