CameraFeed

Inherits: Reference < 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

bool

feed_is_active

false

Transform2D

feed_transform

Transform2D( 1, 0, 0, -1, 0, 1 )

Methods

int

get_id ( ) const

String

get_name ( ) const

FeedPosition

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

  • void set_active ( bool value )

  • bool is_active ( )

If true, the feed is active.


Transform2D feed_transform = Transform2D( 1, 0, 0, -1, 0, 1 )

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.