Function check_point_light_mesh_visibility
Source pub fn check_point_light_mesh_visibility(
visible_point_lights: Query<'_, '_, &VisibleClusterableObjects>,
point_lights: Query<'_, '_, (&PointLight, &GlobalTransform, &CubemapFrusta, &mut CubemapVisibleEntities, Option<&RenderLayers>)>,
spot_lights: Query<'_, '_, (&SpotLight, &GlobalTransform, &Frustum, &mut VisibleMeshEntities, Option<&RenderLayers>)>,
visible_entity_query: Query<'_, '_, (Entity, &InheritedVisibility, &mut ViewVisibility, Option<&RenderLayers>, Option<&Aabb>, Option<&GlobalTransform>, Has<VisibilityRange>, Has<NoFrustumCulling>), (Without<NotShadowCaster>, Without<DirectionalLight>, With<Mesh3d>)>,
visible_entity_ranges: Option<Res<'_, VisibleEntityRanges>>,
previous_visible_entities: ResMut<'_, PreviousVisibleEntities>,
cubemap_visible_entities_queue: Local<'_, Parallel<[Vec<Entity>; 6]>>,
spot_visible_entities_queue: Local<'_, Parallel<Vec<Entity>>>,
checked_lights: Local<'_, EntityHashSet>,
)