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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@@ -464,7 +464,7 @@ static const char* solverUtilsCL= \
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"\n"
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"void setLinearAndAngular( float4 n, float4 r0, float4 r1, float4* linear, float4* angular0, float4* angular1)\n"
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"{\n"
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" *linear = -n;\n"
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" *linear = make_float4(-n.xyz,0.f);\n"
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" *angular0 = -cross3(r0, n);\n"
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" *angular1 = cross3(r1, n);\n"
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"}\n"
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@@ -539,10 +539,12 @@ static const char* solverUtilsCL= \
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" setLinearAndAngular( -cs->m_linear, r0, r1, &linear, &angular0, &angular1 );\n"
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" \n"
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"\n"
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"\n"
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" float rambdaDt = calcRelVel( cs->m_linear, -cs->m_linear, angular0, angular1, \n"
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" *linVelA+*dLinVelA, *angVelA+*dAngVelA, *linVelB+*dLinVelB, *angVelB+*dAngVelB ) + cs->m_b[ic];\n"
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" rambdaDt *= cs->m_jacCoeffInv[ic];\n"
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"\n"
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" \n"
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" {\n"
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" float prevSum = cs->m_appliedRambdaDt[ic];\n"
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" float updated = prevSum;\n"
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@@ -552,12 +554,14 @@ static const char* solverUtilsCL= \
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" rambdaDt = updated - prevSum;\n"
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" cs->m_appliedRambdaDt[ic] = updated;\n"
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" }\n"
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" \n"
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"\n"
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" \n"
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" float4 linImp0 = invMassA*linear*rambdaDt;\n"
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" float4 linImp1 = invMassB*(-linear)*rambdaDt;\n"
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" float4 angImp0 = mtMul1(invInertiaA, angular0)*rambdaDt;\n"
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" float4 angImp1 = mtMul1(invInertiaB, angular1)*rambdaDt;\n"
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"\n"
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" \n"
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" if (invMassA)\n"
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" {\n"
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" *dLinVelA += linImp0;\n"
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