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mirror of https://github.com/DarklightGames/io_scene_psk_psa.git synced 2025-02-21 11:39:37 +01:00

Fixed a compatibility issue caused by the fix to #43

This commit is contained in:
Colin Basnett 2023-08-14 22:42:59 -07:00
parent d0d6deb63c
commit fb2ab89766
2 changed files with 16 additions and 4 deletions

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@ -8,10 +8,10 @@ from bpy.types import Context, Armature, Action, Object, AnimData, TimelineMarke
from bpy_extras.io_utils import ExportHelper
from bpy_types import Operator
from io_scene_psk_psa.helpers import populate_bone_group_list, get_nla_strips_in_timeframe
from io_scene_psk_psa.psa.builder import build_psa, PsaBuildSequence, PsaBuildOptions
from io_scene_psk_psa.psa.export.properties import PSA_PG_export, PSA_PG_export_action_list_item, filter_sequences
from io_scene_psk_psa.psa.writer import write_psa
from ..builder import build_psa, PsaBuildSequence, PsaBuildOptions
from ..export.properties import PSA_PG_export, PSA_PG_export_action_list_item, filter_sequences
from ..writer import write_psa
from ...helpers import populate_bone_group_list, get_nla_strips_in_timeframe
def is_action_for_armature(armature: Armature, action: Action):

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@ -78,4 +78,16 @@ def read_psk(path: str) -> Psk:
'''
psk.material_references = _read_material_references(path)
'''
Tools like UEViewer and CUE4Parse write the point index as a 32-bit integer, exploiting the fact that due to struct
alignment, there were 16-bits of padding following the original 16-bit point index in the wedge struct.
However, this breaks compatibility with PSK files that were created with older tools that treated the
point index as a 16-bit integer and might have junk data written to the padding bits.
To work around this, we check if each point is still addressable using a 16-bit index, and if it is, assume the
point index is a 16-bit integer and truncate the high bits.
'''
if len(psk.points) <= 65536:
for wedge in psk.wedges:
wedge.point_index &= 0xFFFF
return psk