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.
Emitted when the format has changed.
Emitted when a new frame is available.
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.
FEED_EXTERNAL = 4
Feed supplies external image.
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.
If true
, the feed is active.
The transform applied to the camera's image.
Formats supported by the feed. Each entry is a Dictionary describing format parameters.
Called when the camera feed is activated.
Called when the camera feed is deactivated.
Returns feed image data type.
Returns the unique ID for this feed.
Returns the camera's name.
Returns the position of camera on the device.
Returns the texture backend ID (usable by some external libraries that need a handle to a texture to write data).
Sets the feed as external feed provided by another library.
Sets the feed format parameters for the given index in the formats array. Returns true
on success. By default YUYV encoded stream is transformed to FEED_RGB. YUYV encoded stream output format can be changed with parameters
.output value:
separate
will result in FEED_YCBCR_SEP
grayscale
will result in desaturated FEED_RGB
copy
will result in FEED_YCBCR
Sets the camera's name.
Sets the position of this camera.
Sets RGB image for this feed.
Sets YCbCr image for this feed.