/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #ifndef CRYINCLUDE_CRYCOMMON_COMPONENTS_ICOMPONENTROPE_H #define CRYINCLUDE_CRYCOMMON_COMPONENTS_ICOMPONENTROPE_H #pragma once #if ENABLE_CRY_PHYSICS #include #include //! Interface for the entity's rope component. //! This component allows the entity to be a rope. //! A rope has its own render and physics data; //! it does not make use of the normal physics or render components. struct IComponentRope : public IComponent { // DECLARE_COMPONENT_TYPE("ComponentRope", 0x713068A4F0E8484F, 0x8D5F37A0E43347E0) IComponentRope() {} ComponentEventPriority GetEventPriority(const int eventID) const override { return EntityEventPriority::Rope; } virtual struct IRopeRenderNode* GetRopeRenderNode() const = 0; virtual void PreserveParams() = 0; // }; DECLARE_SMART_POINTERS(IComponentRope); #endif // ENABLE_CRY_PHYSICS #endif // CRYINCLUDE_CRYCOMMON_COMPONENTS_ICOMPONENTROPE_H