Commit eadb78b3 authored by Sreekanth Arikatla's avatar Sreekanth Arikatla

ENH: Separate Examples into different projects

parent 02018cd7
/*=========================================================================
Library: iMSTK
Copyright (c) Kitware, Inc. & Center for Modeling, Simulation,
& Imaging in Medicine, Rensselaer Polytechnic Institute.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0.txt
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
=========================================================================*/
#include "imstkMath.h"
#include "imstkTimer.h"
#include "imstkSimulationManager.h"
// Objects
#include "imstkForceModelConfig.h"
#include "imstkFEMDeformableBodyModel.h"
#include "imstkVirtualCouplingPBDObject.h"
#include "imstkDynamicObject.h"
#include "imstkDeformableObject.h"
#include "imstkPbdObject.h"
#include "imstkSceneObject.h"
#include "imstkLight.h"
#include "imstkCamera.h"
#include "imstkRigidObject.h"
#include "imstkGraph.h"
// Time Integrators
#include "imstkBackwardEuler.h"
// Solvers
#include "imstkNonlinearSystem.h"
#include "imstkNewtonSolver.h"
#include "imstkConjugateGradient.h"
#include "imstkPbdSolver.h"
#include "imstkGaussSeidel.h"
#include "imstkJacobi.h"
#include "imstkSOR.h"
// Geometry
#include "imstkPlane.h"
#include "imstkSphere.h"
#include "imstkCube.h"
#include "imstkCylinder.h"
#include "imstkTetrahedralMesh.h"
#include "imstkHexahedralMesh.h"
#include "imstkSurfaceMesh.h"
#include "imstkMeshIO.h"
#include "imstkLineMesh.h"
#include "imstkDecalPool.h"
// Maps
#include "imstkTetraTriangleMap.h"
#include "imstkIsometricMap.h"
#include "imstkOneToOneMap.h"
// Devices and controllers
#include "imstkHDAPIDeviceClient.h"
#include "imstkHDAPIDeviceServer.h"
#include "imstkVRPNDeviceClient.h"
#include "imstkVRPNDeviceServer.h"
#include "imstkCameraController.h"
#include "imstkSceneObjectController.h"
#include "imstkLaparoscopicToolController.h"
// Collisions
#include "imstkInteractionPair.h"
#include "imstkPointSetToPlaneCD.h"
#include "imstkPointSetToSphereCD.h"
#include "imstkVirtualCouplingCH.h"
#include "imstkPointSetToSpherePickingCD.h"
#include "imstkPickingCH.h"
#include "imstkBoneDrillingCH.h"
// logger
#include "g3log/g3log.hpp"
#include "imstkLogger.h"
// imstk utilities
#include "imstkPlotterUtils.h"
#include "imstkAPIUtilities.h"
// testVTKTexture
#include <vtkOBJReader.h>
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkRenderer.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkSmartPointer.h>
#include <string>
#include <vtkJPEGReader.h>
#ifdef iMSTK_AUDIO_ENABLED
// Audio
#include <SFML/Audio.hpp>
#endif
using namespace imstk;
// Example modified from SFML/Examples
void testSound(const std::string& filename)
{
#ifdef iMSTK_AUDIO_ENABLED
// Load a sound buffer from a .wav file
sf::SoundBuffer buffer;
if (!buffer.loadFromFile(filename))
{
LOG(WARNING) << "testSound: Could not open the input sound file: " << filename;
return;
}
// Display sound informations
std::cout << filename << std::endl;
std::cout << " " << buffer.getDuration().asSeconds() << " seconds" << std::endl;
std::cout << " " << buffer.getSampleRate() << " samples / sec" << std::endl;
std::cout << " " << buffer.getChannelCount() << " channels" << std::endl;
// Create a sound instance and play it
sf::Sound sound(buffer);
sound.setPosition(0., 0., 0.);
sound.setMinDistance(5.);
sound.setAttenuation(10.);
sound.play();
Vec3d listnerPos(-5., -5., -5.);
// Loop while the sound is playing
while (sound.getStatus() == sf::Sound::Playing)
{
// Leave some CPU time for other processes
sf::sleep(sf::milliseconds(100));
// Move the listener away
listnerPos += Vec3d(.2, .2, .2);
sf::Listener::setPosition(listnerPos.x(), listnerPos.y(), listnerPos.z());
// Display the playing position
std::cout << "\rPlaying... " << sound.getPlayingOffset().asSeconds() << " sec ";
std::cout << std::flush;
}
std::cout << "\n" << std::endl;
#else
LOG(INFO) << "testSound: Audio is supported only on windows!";
#endif
}
// Example modified from SFML/Examples
void playMusic(const std::string& filename)
{
#ifdef iMSTK_AUDIO_ENABLED
// Load an ogg music file
sf::Music music;
if (!music.openFromFile(filename))
{
LOG(WARNING) << "playMusic: Could not open the input music file: " << filename;
return;
}
// Display music informations
std::cout << filename << ":" << std::endl;
std::cout << " " << music.getDuration().asSeconds() << " seconds" << std::endl;
std::cout << " " << music.getSampleRate() << " samples / sec" << std::endl;
std::cout << " " << music.getChannelCount() << " channels" << std::endl;
// Play it
music.play();
// Loop while the music is playing
while (music.getStatus() == sf::Music::Playing)
{
// Leave some CPU time for other processes
sf::sleep(sf::milliseconds(100));
// Display the playing position
std::cout << "\rPlaying... " << music.getPlayingOffset().asSeconds() << " sec ";
std::cout << std::flush;
}
std::cout << "\n" << std::endl;
#else
LOG(INFO) << "playMusic: Audio is supported only on windows!";
#endif
}
void main()
{
std::cout << "--Testing audio--\n\n";
// Test a sound
testSound(iMSTK_DATA_ROOT "/sound/canary.wav");
// Test music from an .ogg file
playMusic(iMSTK_DATA_ROOT "/sound/orchestral.ogg");
}
\ No newline at end of file
###########################################################################
#
# Copyright (c) Kitware, Inc.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0.txt
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
###########################################################################
project(Example-AudioTest)
#-----------------------------------------------------------------------------
# Create executable
#-----------------------------------------------------------------------------
add_executable(${PROJECT_NAME} AudioTest.cpp)
#-----------------------------------------------------------------------------
# Link libraries to executable
#-----------------------------------------------------------------------------
if(UNIX)
target_link_libraries(${PROJECT_NAME}
SimulationManager)
else()
target_link_libraries(${PROJECT_NAME}
SimulationManager
SFML)
endif()
#-----------------------------------------------------------------------------
# Associate external data
#-----------------------------------------------------------------------------
list(APPEND FILE_LIST
sound/,REGEX:.*)
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
#-----------------------------------------------------------------------------
# Shaders
#-----------------------------------------------------------------------------
function(compileShaders sourceShader binaryShader)
add_custom_command(
TARGET ${PROJECT_NAME}
COMMAND glslangvalidator -V ${PROJECT_BINARY_DIR}/Shaders/VulkanShaders/${sourceShader} -o ${PROJECT_BINARY_DIR}/Shaders/VulkanShaders/${binaryShader})
endfunction()
if( iMSTK_USE_Vulkan )
file(COPY ${CMAKE_SOURCE_DIR}/Source/Rendering/VulkanRenderer/VulkanShaders
DESTINATION ${PROJECT_BINARY_DIR}/Shaders)
# Mesh shaders
compileShaders(Mesh/mesh_vert.vert Mesh/mesh_vert.spv)
compileShaders(Mesh/mesh_tesc.tesc Mesh/mesh_tesc.spv)
compileShaders(Mesh/mesh_tese.tese Mesh/mesh_tese.spv)
compileShaders(Mesh/mesh_frag.frag Mesh/mesh_frag.spv)
compileShaders(Mesh/decal_vert.vert Mesh/decal_vert.spv)
compileShaders(Mesh/decal_frag.frag Mesh/decal_frag.spv)
compileShaders(Mesh/shadow_vert.vert Mesh/shadow_vert.spv)
compileShaders(Mesh/shadow_frag.frag Mesh/shadow_frag.spv)
compileShaders(Mesh/depth_frag.frag Mesh/depth_frag.spv)
# Post processing shaders
compileShaders(PostProcessing/HDR_tonemap_frag.frag PostProcessing/HDR_tonemap_frag.spv)
compileShaders(PostProcessing/postprocess_vert.vert PostProcessing/postprocess_vert.spv)
compileShaders(PostProcessing/postprocess_frag.frag PostProcessing/postprocess_frag.spv)
compileShaders(PostProcessing/sss_frag.frag PostProcessing/sss_frag.spv)
compileShaders(PostProcessing/composite_frag.frag PostProcessing/composite_frag.spv)
compileShaders(PostProcessing/bloom_threshold_frag.frag PostProcessing/bloom_threshold_frag.spv)
compileShaders(PostProcessing/blur_horizontal_frag.frag PostProcessing/blur_horizontal_frag.spv)
compileShaders(PostProcessing/blur_vertical_frag.frag PostProcessing/blur_vertical_frag.spv)
compileShaders(PostProcessing/bloom_threshold_frag.frag PostProcessing/bloom_threshold_frag.spv)
compileShaders(PostProcessing/ao_frag.frag PostProcessing/ao_frag.spv)
compileShaders(PostProcessing/bilateral_blur_horizontal_frag.frag PostProcessing/bilateral_blur_horizontal_frag.spv)
compileShaders(PostProcessing/bilateral_blur_vertical_frag.frag PostProcessing/bilateral_blur_vertical_frag.spv)
compileShaders(PostProcessing/depth_downscale_frag.frag PostProcessing/depth_downscale_frag.spv)
file(COPY ${PROJECT_BINARY_DIR}/Shaders/VulkanShaders
DESTINATION ${CMAKE_PROGRAM_PATH}/Shaders)
else( iMSTK_USE_Vulkan )
file(COPY ${CMAKE_SOURCE_DIR}/Source/Rendering/VTKRenderer/VTKShaders
DESTINATION ${PROJECT_BINARY_DIR}/Shaders)
file(COPY ${CMAKE_SOURCE_DIR}/Source/Rendering/VTKRenderer/VTKShaders
DESTINATION ${CMAKE_PROGRAM_PATH}/Shaders)
endif()
/*=========================================================================
Library: iMSTK
Copyright (c) Kitware, Inc. & Center for Modeling, Simulation,
& Imaging in Medicine, Rensselaer Polytechnic Institute.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0.txt
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
=========================================================================*/
#include "imstkMath.h"
#include "imstkTimer.h"
#include "imstkSimulationManager.h"
// Objects
#include "imstkForceModelConfig.h"
#include "imstkFEMDeformableBodyModel.h"
#include "imstkVirtualCouplingPBDObject.h"
#include "imstkDynamicObject.h"
#include "imstkDeformableObject.h"
#include "imstkPbdObject.h"
#include "imstkSceneObject.h"
#include "imstkLight.h"
#include "imstkCamera.h"
#include "imstkRigidObject.h"
#include "imstkGraph.h"
// Time Integrators
#include "imstkBackwardEuler.h"
// Solvers
#include "imstkNonlinearSystem.h"
#include "imstkNewtonSolver.h"
#include "imstkConjugateGradient.h"
#include "imstkPbdSolver.h"
#include "imstkGaussSeidel.h"
#include "imstkJacobi.h"
#include "imstkSOR.h"
// Geometry
#include "imstkPlane.h"
#include "imstkSphere.h"
#include "imstkCube.h"
#include "imstkCylinder.h"
#include "imstkTetrahedralMesh.h"
#include "imstkHexahedralMesh.h"
#include "imstkSurfaceMesh.h"
#include "imstkMeshIO.h"
#include "imstkLineMesh.h"
#include "imstkDecalPool.h"
// Maps
#include "imstkTetraTriangleMap.h"
#include "imstkIsometricMap.h"
#include "imstkOneToOneMap.h"
// Devices and controllers
#include "imstkHDAPIDeviceClient.h"
#include "imstkHDAPIDeviceServer.h"
#include "imstkVRPNDeviceClient.h"
#include "imstkVRPNDeviceServer.h"
#include "imstkCameraController.h"
#include "imstkSceneObjectController.h"
#include "imstkLaparoscopicToolController.h"
// Collisions
#include "imstkInteractionPair.h"
#include "imstkPointSetToPlaneCD.h"
#include "imstkPointSetToSphereCD.h"
#include "imstkVirtualCouplingCH.h"
#include "imstkPointSetToSpherePickingCD.h"
#include "imstkPickingCH.h"
#include "imstkBoneDrillingCH.h"
// logger
#include "g3log/g3log.hpp"
#include "imstkLogger.h"
// imstk utilities
#include "imstkPlotterUtils.h"
#include "imstkAPIUtilities.h"
// testVTKTexture
#include <vtkOBJReader.h>
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkRenderer.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkSmartPointer.h>
#include <string>
#include <vtkJPEGReader.h>
// global variables
const std::string phantomOmni1Name = "Phantom1";
const std::string phantomOmni2Name = "Phantom2";
const std::string novintFalcon1Name = "device0";
const std::string novintFalcon2Name = "device1";
using namespace imstk;
void testBoneDrilling()
{
// SDK and Scene
auto sdk = std::make_shared<SimulationManager>();
auto scene = sdk->createNewScene("BoneDrillingTest");
// Add virtual coupling object in the scene.
#ifdef iMSTK_USE_OPENHAPTICS
// Device clients
auto client = std::make_shared<HDAPIDeviceClient>(phantomOmni1Name);
// Device Server
auto server = std::make_shared<HDAPIDeviceServer>();
server->addDeviceClient(client);
sdk->addModule(server);
// Device tracker
auto deviceTracker = std::make_shared<DeviceTracker>(client);
// Create bone scene object
// Load the mesh
auto tetMesh = MeshIO::read(iMSTK_DATA_ROOT "/asianDragon/asianDragon.veg");
if (!tetMesh)
{
LOG(WARNING) << "Could not read mesh from file.";
return;
}
auto bone = std::make_shared<CollidingObject>("Bone");
bone->setCollidingGeometry(tetMesh);
bone->setVisualGeometry(tetMesh);
scene->addSceneObject(bone);
// Create a virtual coupling object: Drill
auto drillVisualGeom = std::make_shared<Sphere>();
drillVisualGeom->setRadius(3.);
auto drillCollidingGeom = std::make_shared<Sphere>();
drillCollidingGeom->setRadius(3.);
auto drill = std::make_shared<CollidingObject>("Drill");
drill->setCollidingGeometry(drillCollidingGeom);
drill->setVisualGeometry(drillVisualGeom);
scene->addSceneObject(drill);
// Create and add virtual coupling object controller in the scene
auto objController = std::make_shared<SceneObjectController>(drill, deviceTracker);
scene->addObjectController(objController);
// Create a collision graph
auto graph = scene->getCollisionGraph();
auto pair = graph->addInteractionPair(bone,
drill,
CollisionDetection::Type::PointSetToSphere,
CollisionHandling::Type::BoneDrilling,
CollisionHandling::Type::None);
#endif
// Light
auto light = std::make_shared<DirectionalLight>("light");
light->setFocalPoint(Vec3d(5, -8, -5));
light->setIntensity(1);
scene->addLight(light);
//Run
auto cam = scene->getCamera();
cam->setPosition(Vec3d(0, 0, 15));
sdk->setActiveScene(scene);
sdk->startSimulation(SimulationStatus::RUNNING);
}
int main()
{
testBoneDrilling();
return 0;
}
###########################################################################
#
# Copyright (c) Kitware, Inc.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0.txt
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
###########################################################################
project(Example-BoneDrilling)
#-----------------------------------------------------------------------------
# Create executable
#-----------------------------------------------------------------------------
add_executable(${PROJECT_NAME} BoneDrilling.cpp)
#-----------------------------------------------------------------------------
# Link libraries to executable
#-----------------------------------------------------------------------------
if(UNIX)
target_link_libraries(${PROJECT_NAME}
SimulationManager)
else()
target_link_libraries(${PROJECT_NAME}
SimulationManager
SFML)
endif()
#-----------------------------------------------------------------------------
# Associate external data
#-----------------------------------------------------------------------------
list(APPEND FILE_LIST
artery/,REGEX:.*
asianDragon/,REGEX:.*
biceps_zones/,REGEX:.*
cube/,REGEX:*
cylinder/,REGEX:.*
decals/,REGEX:.*
head/,REGEX:.*
human/,REGEX:.*
IBL/,REGEX:.*
laptool/,REGEX:.*
liver/,REGEX:.*
nidus/,REGEX:.*
octopus/,REGEX:.*
oneTet/,REGEX:.*
spheres/,REGEX:.*
spring/,REGEX:.*
tetBeads/,REGEX:.*
sound/,REGEX:.*
textured_organs/,REGEX:.*
textured_organs/texture_set_1/,REGEX:.*
textured_organs/texture_set_2/,REGEX:.*
textures/cubemaps/,REGEX:.*)
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
#-----------------------------------------------------------------------------
# Shaders
#-----------------------------------------------------------------------------
function(compileShaders sourceShader binaryShader)
add_custom_command(
TARGET ${PROJECT_NAME}
COMMAND glslangvalidator -V ${PROJECT_BINARY_DIR}/Shaders/VulkanShaders/${sourceShader} -o ${PROJECT_BINARY_DIR}/Shaders/VulkanShaders/${binaryShader})
endfunction()
if( iMSTK_USE_Vulkan )
file(COPY ${CMAKE_SOURCE_DIR}/Source/Rendering/VulkanRenderer/VulkanShaders
DESTINATION ${PROJECT_BINARY_DIR}/Shaders)
# Mesh shaders
compileShaders(Mesh/mesh_vert.vert Mesh/mesh_vert.spv)
compileShaders(Mesh/mesh_tesc.tesc Mesh/mesh_tesc.spv)
compileShaders(Mesh/mesh_tese.tese Mesh/mesh_tese.spv)
compileShaders(Mesh/mesh_frag.frag Mesh/mesh_frag.spv)
compileShaders(Mesh/decal_vert.vert Mesh/decal_vert.spv)
compileShaders(Mesh/decal_frag.frag Mesh/decal_frag.spv)
compileShaders(Mesh/shadow_vert.vert Mesh/shadow_vert.spv)
compileShaders(Mesh/shadow_frag.frag Mesh/shadow_frag.spv)
compileShaders(Mesh/depth_frag.frag Mesh/depth_frag.spv)
# Post processing shaders
compileShaders(PostProcessing/HDR_tonemap_frag.frag PostProcessing/HDR_tonemap_frag.spv)
compileShaders(PostProcessing/postprocess_vert.vert PostProcessing/postprocess_vert.spv)
compileShaders(PostProcessing/postprocess_frag.frag PostProcessing/postprocess_frag.spv)
compileShaders(PostProcessing/sss_frag.frag PostProcessing/sss_frag.spv)
compileShaders(PostProcessing/composite_frag.frag PostProcessing/composite_frag.spv)
compileShaders(PostProcessing/bloom_threshold_frag.frag PostProcessing/bloom_threshold_frag.spv)
compileShaders(PostProcessing/blur_horizontal_frag.frag PostProcessing/blur_horizontal_frag.spv)
compileShaders(PostProcessing/blur_vertical_frag.frag PostProcessing/blur_vertical_frag.spv)
compileShaders(PostProcessing/bloom_threshold_frag.frag PostProcessing/bloom_threshold_frag.spv)
compileShaders(PostProcessing/ao_frag.frag PostProcessing/ao_frag.spv)
compileShaders(PostProcessing/bilateral_blur_horizontal_frag.frag PostProcessing/bilateral_blur_horizontal_frag.spv)
compileShaders(PostProcessing/bilateral_blur_vertical_frag.frag PostProcessing/bilateral_blur_vertical_frag.spv)
compileShaders(PostProcessing/depth_downscale_frag.frag PostProcessing/depth_downscale_frag.spv)
file(COPY ${PROJECT_BINARY_DIR}/Shaders/VulkanShaders
DESTINATION ${CMAKE_PROGRAM_PATH}/Shaders)
else( iMSTK_USE_Vulkan )
file(COPY ${CMAKE_SOURCE_DIR}/Source/Rendering/VTKRenderer/VTKShaders
DESTINATION ${PROJECT_BINARY_DIR}/Shaders)
file(COPY ${CMAKE_SOURCE_DIR}/Source/Rendering/VTKRenderer/VTKShaders
DESTINATION ${CMAKE_PROGRAM_PATH}/Shaders)
endif()
/*=========================================================================
Library: iMSTK
Copyright (c) Kitware, Inc. & Center for Modeling, Simulation,
& Imaging in Medicine, Rensselaer Polytechnic Institute.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0.txt
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
=========================================================================*/
#include "imstkMath.h"
#include "imstkTimer.h"
#include "imstkSimulationManager.h"
// Objects
#include "imstkForceModelConfig.h"
#include "imstkFEMDeformableBodyModel.h"
#include "imstkVirtualCouplingPBDObject.h"
#include "imstkDynamicObject.h"
#include "imstkDeformableObject.h"
#include "imstkPbdObject.h"
#include "imstkSceneObject.h"
#include "imstkLight.h"
#include "imstkCamera.h"
#include "imstkRigidObject.h"
#include "imstkGraph.h"
// Time Integrators
#include "imstkBackwardEuler.h"
// Solvers
#include "imstkNonlinearSystem.h"
#include "imstkNewtonSolver.h"
#include "imstkConjugateGradient.h"
#include "imstkPbdSolver.h"
#include "imstkGaussSeidel.h"
#include "imstkJacobi.h"
#include "imstkSOR.h"
// Geometry
#include "imstkPlane.h"
#include "imstkSphere.h"
#include "imstkCube.h"
#include "imstkCylinder.h"
#include "imstkTetrahedralMesh.h"
#include "imstkHexahedralMesh.h"
#include "imstkSurfaceMesh.h"
#include "imstkMeshIO.h"
#include "imstkLineMesh.h"
#include "imstkDecalPool.h"
// Maps
#include "imstkTetraTriangleMap.h"
#include "imstkIsometricMap.h"
#include "imstkOneToOneMap.h"
// Devices and controllers
#include "imstkHDAPIDeviceClient.h"
#include "imstkHDAPIDeviceServer.h"
#include "imstkVRPNDeviceClient.h"
#include "imstkVRPNDeviceServer.h"
#include "imstkCameraController.h"
#include "imstkSceneObjectController.h"
#include "imstkLaparoscopicToolController.h"
// Collisions
#include "imstkInteractionPair.h"
#include "imstkPointSetToPlaneCD.h"
#include "imstkPointSetToSphereCD.h"
#include "imstkVirtualCouplingCH.h"
#include "imstkPointSetToSpherePickingCD.h"
#include "imstkPickingCH.h"
#include "imstkBoneDrillingCH.h"
// logger
#include "g3log/g3log.hpp"
#include "imstkLogger.h"
// imstk utilities
#include "imstkPlotterUtils.h"
#include "imstkAPIUtilities.h"
// testVTKTexture
#include <vtkOBJReader.h>
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkRenderer.h>
#include <vtkRenderWindow.h>
#include <vtkRenderWindowInteractor.h>