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Divide the single
VisibleEntities
list into separate lists for 2D m…
…eshes, 3D meshes, lights, and UI elements, for performance. (bevyengine#12582) This commit splits `VisibleEntities::entities` into four separate lists: one for lights, one for 2D meshes, one for 3D meshes, and one for UI elements. This allows `queue_material_meshes` and similar methods to avoid examining entities that are obviously irrelevant. In particular, this separation helps scenes with many skinned meshes, as the individual bones are considered visible entities but have no rendered appearance. Internally, `VisibleEntities::entities` is a `HashMap` from the `TypeId` representing a `QueryFilter` to the appropriate `Entity` list. I had to do this because `VisibleEntities` is located within an upstream crate from the crates that provide lights (`bevy_pbr`) and 2D meshes (`bevy_sprite`). As an added benefit, this setup allows apps to provide their own types of renderable components, by simply adding a specialized `check_visibility` to the schedule. This provides a 16.23% end-to-end speedup on `many_foxes` with 10,000 foxes (24.06 ms/frame to 20.70 ms/frame). ## Migration guide * `check_visibility` and `VisibleEntities` now store the four types of renderable entities--2D meshes, 3D meshes, lights, and UI elements--separately. If your custom rendering code examines `VisibleEntities`, it will now need to specify which type of entity it's interested in using the `WithMesh2d`, `WithMesh`, `WithLight`, and `WithNode` types respectively. If your app introduces a new type of renderable entity, you'll need to add an explicit call to `check_visibility` to the schedule to accommodate your new component or components. ## Analysis `many_foxes`, 10,000 foxes: `main`: ![Screenshot 2024-03-31 114444](https://github.com/bevyengine/bevy/assets/157897/16ecb2ff-6e04-46c0-a4b0-b2fde2084bad) `many_foxes`, 10,000 foxes, this branch: ![Screenshot 2024-03-31 114256](https://github.com/bevyengine/bevy/assets/157897/94dedae4-bd00-45b2-9aaf-dfc237004ddb) `queue_material_meshes` (yellow = this branch, red = `main`): ![Screenshot 2024-03-31 114637](https://github.com/bevyengine/bevy/assets/157897/f90912bd-45bd-42c4-bd74-57d98a0f036e) `queue_shadows` (yellow = this branch, red = `main`): ![Screenshot 2024-03-31 114607](https://github.com/bevyengine/bevy/assets/157897/6ce693e3-20c0-4234-8ec9-a6f191299e2d)
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