/* * 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. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_CRYCOMMON_IBREAKABLEGLASSSYSTEM_H #define CRYINCLUDE_CRYCOMMON_IBREAKABLEGLASSSYSTEM_H #pragma once #if ENABLE_CRY_PHYSICS struct EventPhysCollision; struct IBreakableGlassSystem { virtual ~IBreakableGlassSystem() {} virtual void Update(const float frameTime) = 0; virtual bool BreakGlassObject(const EventPhysCollision& physEvent, const bool forceGlassBreak = false) = 0; virtual void ResetAll() = 0; virtual void GetMemoryUsage(ICrySizer* pSizer) const = 0; }; #endif // ENABLE_CRY_PHYSICS #endif // CRYINCLUDE_CRYCOMMON_IBREAKABLEGLASSSYSTEM_H