⚡ optimize microtubule torus instanced mesh#67
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- Implemented InstancedMesh for MicrotubuleTorus to reduce draw calls.
- Added useFrame for efficient instance matrix updates.
- Added key={count} to handle dynamic instance count changes.
- Set frustumCulled={false} for visual stability during animations.
- Exported MicrotubuleTorus for better modularity.
Co-authored-by: jason420247 <44763042+jason420247@users.noreply.github.com>
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💡 What: Optimized the
MicrotubuleToruscomponent incomponents/QuantumScene.tsxby replacing individual<mesh>components with a single<instancedMesh>. The implementation usesuseFrameto update instance matrices on each frame, handles dynamic instance counts with thekey={count}pattern, and ensures efficient memory usage by reusing a singleTHREE.Object3Dfor matrix calculations.🎯 Why: The original unoptimized implementation rendered each microtubule element as an individual mesh. With two torus instances in the scene (360 and 720 elements respectively), this resulted in over 1,000 draw calls per frame, which is extremely inefficient for GPU rendering and can cause performance bottlenecks.
📊 Measured Improvement:
instancedMeshandsetMatrixAtlogic. All code passednpx prettier --check.PR created automatically by Jules for task 4590740937262272441 started by @jason420247