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¶
|
||
|
Methods¶
get_id ( ) const |
|
get_name ( ) const |
|
get_position ( ) const |
Enumerations¶
enum FeedDataType:
FEED_NOIMAGE = 0 --- No image set for the feed.
FEED_RGB = 1 --- Feed supplies RGB images.
FEED_YCBCR = 2 --- Feed supplies YCbCr images that need to be converted to RGB.
FEED_YCBCR_SEP = 3 --- Feed supplies separate Y and CbCr images that need to be combined and converted to RGB.
enum FeedPosition:
FEED_UNSPECIFIED = 0 --- Unspecified position.
FEED_FRONT = 1 --- Camera is mounted at the front of the device.
FEED_BACK = 2 --- Camera is mounted at the back of the device.
Property Descriptions¶
bool feed_is_active
Default |
|
Setter |
set_active(value) |
Getter |
is_active() |
If true
, the feed is active.
Transform2D feed_transform
Default |
|
Setter |
set_transform(value) |
Getter |
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.