CameraFeed¶
A camera feed gives you access to a single physical camera attached to your device.
Description¶
A camera feed gives you access to a single physical camera attached to your device. When enabled, Godot will start capturing frames from the camera which can then be used. See also CameraServer.
Note: Many cameras will return YCbCr images which are split into two textures and need to be combined in a shader. Godot does this automatically for you if you set the environment to show the camera image in the background.
Properties¶
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Methods¶
get_id ( ) const |
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get_name ( ) const |
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get_position ( ) const |
Enumerations¶
enum FeedDataType:
FeedDataType FEED_NOIMAGE = 0
No image set for the feed.
FeedDataType FEED_RGB = 1
Feed supplies RGB images.
FeedDataType FEED_YCBCR = 2
Feed supplies YCbCr images that need to be converted to RGB.
FeedDataType FEED_YCBCR_SEP = 3
Feed supplies separate Y and CbCr images that need to be combined and converted to RGB.
enum FeedPosition:
FeedPosition FEED_UNSPECIFIED = 0
Unspecified position.
FeedPosition FEED_FRONT = 1
Camera is mounted at the front of the device.
FeedPosition FEED_BACK = 2
Camera is mounted at the back of the device.
Property Descriptions¶
bool feed_is_active = false
If true
, the feed is active.
Transform2D feed_transform = Transform2D( 1, 0, 0, -1, 0, 1 )
void set_transform ( Transform2D value )
Transform2D get_transform ( )
The transform applied to the camera's image.
Method Descriptions¶
int get_id ( ) const
Returns the unique ID for this feed.
String get_name ( ) const
Returns the camera's name.
FeedPosition get_position ( ) const
Returns the position of camera on the device.