Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
A camera feed gives you access to a single physical camera attached to your device.
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.
get_datatype ( ) const
get_id ( ) const
get_name ( ) const
get_position ( ) const
FeedDataType FEED_NOIMAGE =
No image set for the feed.
FeedDataType FEED_RGB =
Feed supplies RGB images.
FeedDataType FEED_YCBCR =
Feed supplies YCbCr images that need to be converted to RGB.
FeedDataType FEED_YCBCR_SEP =
Feed supplies separate Y and CbCr images that need to be combined and converted to RGB.
FeedPosition FEED_UNSPECIFIED =
FeedPosition FEED_FRONT =
Camera is mounted at the front of the device.
FeedPosition FEED_BACK =
Camera is mounted at the back of the device.
bool feed_is_active =
true, the feed is active.
Transform2D feed_transform =
Transform2D(1, 0, 0, -1, 0, 1)
The transform applied to the camera's image.
FeedDataType get_datatype ( ) const
Returns feed image data type.
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.