UMovieSceneSection* MovieSceneHelpers::FindSectionAtTime( const TArray<UMovieSceneSection*>& Sections, float Time ) { for( int32 SectionIndex = 0; SectionIndex < Sections.Num(); ++SectionIndex ) { UMovieSceneSection* Section = Sections[SectionIndex]; //@todo Sequencer - There can be multiple sections overlapping in time. Returning instantly does not account for that. if( Section->IsTimeWithinSection( Time ) && Section->IsActive() ) { return Section; } } return NULL; }
UMovieSceneSection* MovieSceneHelpers::FindNearestSectionAtTime( const TArray<UMovieSceneSection*>& Sections, float Time ) { // Only update the section if the position is within the time span of the section // Or if there are no sections at the time, the left closest section to the time // Or in the case that Time is before all sections, take the section with the earliest start time UMovieSceneSection* ClosestSection = nullptr; float ClosestSectionTime = 0.f; UMovieSceneSection* EarliestSection = nullptr; float EarliestSectionTime = 0.f; for( int32 SectionIndex = 0; SectionIndex < Sections.Num(); ++SectionIndex ) { UMovieSceneSection* Section = Sections[SectionIndex]; if (Section->IsActive()) { //@todo Sequencer - There can be multiple sections overlapping in time. Returning instantly does not account for that. if( Section->IsTimeWithinSection( Time ) ) { return Section; } float EndTime = Section->GetEndTime(); if (EndTime < Time) { float ClosestTime = Time - EndTime; if (!ClosestSection || ClosestTime < ClosestSectionTime) { ClosestSection = Section; ClosestSectionTime = ClosestTime; } } float StartTime = Section->GetStartTime(); if (!EarliestSection || StartTime < EarliestSectionTime) { EarliestSection = Section; EarliestSectionTime = StartTime; } } } // if we get here, we are off of any section // if ClosestSection, then we take the closest to left of this time // else, we take the EarliestSection // if that's nullptr, then there are no sections return ClosestSection ? ClosestSection : EarliestSection; }