fix GPU solver (need to clear .w component because "m_linear" contains friction coefficient
added a mixed solver to find bugs like that
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@@ -462,7 +462,7 @@ __global float4* deltaLinearVelocities, __global float4* deltaAngularVelocities,
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void setLinearAndAngular( float4 n, float4 r0, float4 r1, float4* linear, float4* angular0, float4* angular1)
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{
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*linear = -n;
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*linear = make_float4(-n.xyz,0.f);
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*angular0 = -cross3(r0, n);
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*angular1 = cross3(r1, n);
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}
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@@ -537,10 +537,12 @@ void solveContact(__global Constraint4* cs,
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setLinearAndAngular( -cs->m_linear, r0, r1, &linear, &angular0, &angular1 );
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float rambdaDt = calcRelVel( cs->m_linear, -cs->m_linear, angular0, angular1,
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*linVelA+*dLinVelA, *angVelA+*dAngVelA, *linVelB+*dLinVelB, *angVelB+*dAngVelB ) + cs->m_b[ic];
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rambdaDt *= cs->m_jacCoeffInv[ic];
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{
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float prevSum = cs->m_appliedRambdaDt[ic];
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float updated = prevSum;
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@@ -550,12 +552,14 @@ void solveContact(__global Constraint4* cs,
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rambdaDt = updated - prevSum;
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cs->m_appliedRambdaDt[ic] = updated;
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}
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float4 linImp0 = invMassA*linear*rambdaDt;
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float4 linImp1 = invMassB*(-linear)*rambdaDt;
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float4 angImp0 = mtMul1(invInertiaA, angular0)*rambdaDt;
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float4 angImp1 = mtMul1(invInertiaB, angular1)*rambdaDt;
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if (invMassA)
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{
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*dLinVelA += linImp0;
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