Adjust emptyBonesNames test.
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@@ -143,7 +143,9 @@ public:
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"Bone_7"
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};
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expect_named_children(scene, AI_MDL_HL1_NODE_BONES, expected_bones_names);
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std::vector<std::string> actual_bones_names;
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get_node_children_names(scene->mRootNode->FindNode(AI_MDL_HL1_NODE_BONES), actual_bones_names);
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ASSERT_EQ(expected_bones_names, actual_bones_names);
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}
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/* Given a model with bodyparts that have empty names,
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@@ -479,6 +481,15 @@ private:
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flatten_hierarchy(node->mChildren[i], hierarchy, level + 1);
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}
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}
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void get_node_children_names(const aiNode *node, std::vector<std::string> &names)
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{
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for (size_t i = 0; i < node->mNumChildren; ++i)
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{
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names.push_back(node->mChildren[i]->mName.C_Str());
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get_node_children_names(node->mChildren[i], names);
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}
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}
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};
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TEST_F(utMDLImporter_HL1_Nodes, checkBoneHierarchy) {
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