コード例 #1
0
 public void AssetExists_False()
 {
     RuntimeUrdf.SetRuntimeMode(false);
     Assert.IsFalse(RuntimeUrdf.AssetExists($"{createAssetPath}/tEstAsset.Prefab")); // case
     Assert.IsFalse(RuntimeUrdf.AssetExists($"{createAssetPath}/TestAsset.prefabs", true));
     Assert.IsFalse(RuntimeUrdf.AssetExists($"{createAssetPath}/TestAsset.prefa", true));
     Assert.IsFalse(RuntimeUrdf.AssetExists($"{createAssetPath}/estAsset.prefab", true));
     Assert.IsFalse(RuntimeUrdf.AssetExists($"{createAssetPath}/sub/TestAsset.prefab", true));
 }
コード例 #2
0
        public static T FindUrdfAsset <T>(string urdfFileName) where T : UnityEngine.Object
        {
            string fileAssetPath = UrdfAssetPathHandler.GetRelativeAssetPathFromUrdfPath(urdfFileName);

            // check if it is an asset tha requires post processing (AIRO-908)
            var originalUrdfPath = UrdfAssetPathHandler.GetRelativeAssetPathFromUrdfPath(urdfFileName, false);

            if (originalUrdfPath.ToLower().EndsWith(".stl"))
            {     // it is an asset that requires post processing
                if (UrdfRobotExtensions.importsettings.OverwriteExistingPrefabs || !RuntimeUrdf.AssetExists(fileAssetPath, true))
                { // post process again to (re)create prefabs
                    StlAssetPostProcessor.PostprocessStlFile(originalUrdfPath);
                }
            }

            T assetObject = RuntimeUrdf.AssetDatabase_LoadAssetAtPath <T>(fileAssetPath);

            if (assetObject)
            {
                return(assetObject);
            }

            //If asset was not found, let user choose whether to search for
            //or ignore the missing asset.
            string invalidPath = fileAssetPath ?? urdfFileName;
            int    option      = RuntimeUrdf.EditorUtility_DisplayDialogComplex("Urdf Importer: Asset Not Found",
                                                                                "Current root folder: " + UrdfAssetPathHandler.GetPackageRoot() +
                                                                                "\n\nExpected asset path: " + invalidPath,
                                                                                "Locate Asset",
                                                                                "Ignore Missing Asset",
                                                                                "Locate Root Folder");

            switch (option)
            {
            case 0:
                fileAssetPath = LocateAssetFile(invalidPath);
                break;

            case 1: break;

            case 2:
                fileAssetPath = LocateRootAssetFolder <T>(urdfFileName);
                break;
            }

            assetObject = (T)RuntimeUrdf.AssetDatabase_LoadAssetAtPath(fileAssetPath, typeof(T));
            if (assetObject != null)
            {
                return(assetObject);
            }

            ChooseFailureOption(urdfFileName);
            return(null);
        }
コード例 #3
0
        public void StlPostprocess_NewStl_DontCreatePrefab()
        {
            // make a new copy of the stl file
            Assert.IsTrue(AssetDatabase.CopyAsset(k_StlCubeSourcePath, m_StlCubeCopyPath));
            Assert.IsTrue(RuntimeUrdf.AssetExists(m_StlCubeCopyPath));

            // make sure the .asset file is not automatically created
            var meshAssetPath = StlAssetPostProcessor.GetMeshAssetPath(m_StlCubeCopyPath, 0);

            Assert.IsFalse(RuntimeUrdf.AssetExists(meshAssetPath));

            // make sure the .prefab file is not automatically created
            var prefabPath = StlAssetPostProcessor.GetPrefabAssetPath(m_StlCubeCopyPath);

            Assert.IsFalse(RuntimeUrdf.AssetExists(prefabPath));

            // make sure the .asset and .prefab file are created when requested
            StlAssetPostProcessor.PostprocessStlFile(m_StlCubeCopyPath);
            Assert.IsTrue(RuntimeUrdf.AssetExists(meshAssetPath));
            Assert.IsTrue(RuntimeUrdf.AssetExists(prefabPath));
        }
コード例 #4
0
 public void AssetExists_True()
 {
     RuntimeUrdf.SetRuntimeMode(false);
     Assert.IsTrue(RuntimeUrdf.AssetExists($"{createAssetPath}/TestAsset.prefab"));
     Assert.IsTrue(RuntimeUrdf.AssetExists($"{createAssetPath}/tEstAsset.Prefab", true));
 }