An interface that designates something is ownable. Both entities and components can be
ownable. This can be used to create hierarchies of components. As an example, a
ParticleSystem component might own the Geometry component that a task prepares for it.
The Ownable interface is the main entry-point for programmers to manage their
inter-entity/component relationships, and not
Owner
. The Owner interface exists
so that Ownable implementations can notify owners of changes.