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Reuse VisibleEntities in check_light_mesh_visibilty (bevyengine#13894)
# Objective
- After bevyengine#12582 , Bevy split visibleEntities into a TypeIdMap for
different types of entities, but the behavior in
`check_light_mesh_visibility `simply calls HashMap::clear(), which will
reallocate memory every frame.
## Testing
cargo run --release --example many_cubes --features bevy/trace_tracy --
--shadows
~10% win in `check_light_mesh_visibilty`

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