// demonstrates how to make particles collide with // selected collision shapes based on the channel mask class ShapeChannels : public Scene { public: ShapeChannels(const char* name) : Scene(name) {} void Initialize() { const float radius = 0.05f; Vec3 offset = Vec3(-0.25f, 6.0f, -0.25f); // layers of particles each set to collide with a different shape channel int numLayers = 8; for (int i=0; i < numLayers; ++i) { CreateParticleGrid(offset + Vec3(0.0f, 2.0f*i*radius, 0.0f), 10, 1, 10, radius, Vec3(0.0f), 1.0f, false, 0.0f, NvFlexMakePhaseWithChannels(i, eNvFlexPhaseSelfCollide, eNvFlexPhaseShapeChannel0<