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CameraFeed.hx
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CameraFeed.hx
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// Automatically generated Godot externs: DO NOT EDIT
// MIT licensed, see LICENSE.md
package godot;
import cs.system.*;
/**
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 `godot.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.
**/
@:libType
@:csNative
@:native("Godot.CameraFeed")
@:autoBuild(godot.Godot.buildUserClass())
extern class CameraFeed extends godot.Reference {
/**
The transform applied to the camera's image.
**/
@:native("FeedTransform")
public var feedTransform:godot.Transform2D;
/**
If `true`, the feed is active.
**/
@:native("FeedIsActive")
public var feedIsActive:Bool;
@:native("new")
public function new():Void;
/**
Returns the unique ID for this feed.
**/
@:native("GetId")
public function getId():Int;
/**
Returns the camera's name.
**/
@:native("GetName")
public function getName():std.String;
@:native("IsActive")
public function isActive():Bool;
@:native("SetActive")
public function setActive(active:Bool):Void;
/**
Returns the position of camera on the device.
**/
@:native("GetPosition")
public function getPosition():godot.CameraFeed_FeedPosition;
@:native("GetTransform")
public function getTransform():godot.Transform2D;
@:native("SetTransform")
public function setTransform(transform:godot.Transform2D):Void;
}