CameraFeed ​
Inherits: RefCounted < Object
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
false | ||
Transform2D(1, 0, 0, -1, 0, 1) |
Methods
get_datatype() const | |
get_id() const | |
get_name() const | |
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(value: Transform2D)
Transform2D get_transform()
The transform applied to the camera's image.
Method Descriptions
FeedDataType get_datatype() const 🔗
Returns feed image data type.
Returns the unique ID for this feed.
Returns the camera's name.
FeedPosition get_position() const 🔗
Returns the position of camera on the device.