- _allocateTexture
void _allocateTexture(long width, long height, long format, long texture_type, long data_type)
- _setName
void _setName(String name)
- _setPosition
void _setPosition(long position)
- _setRgbImg
void _setRgbImg(Image rgb_img)
- _setYcbcrImg
void _setYcbcrImg(Image ycbcr_img)
- _setYcbcrImgs
void _setYcbcrImgs(Image y_img, Image cbcr_img)
- getId
long getId()
Returns the unique ID for this feed.
- getName
String getName()
Returns the camera's name.
- getPosition
CameraFeed.FeedPosition getPosition()
Returns the position of camera on the device.
- getTransform
Transform2D getTransform()
- isActive
bool isActive()
- opAssign
typeof(null) opAssign(typeof(null) n)
- opEquals
bool opEquals(CameraFeed other)
- opEquals
bool opEquals(typeof(null) n)
- setActive
void setActive(bool active)
- setTransform
void setTransform(Transform2D transform)
- toHash
size_t toHash()
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. 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.