/** * 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. * */ declare class CameraFeed extends Reference { /** * 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. * */ new(): CameraFeed; static "new"(): CameraFeed /** If [code]true[/code], the feed is active. */ feed_is_active: boolean; /** The transform applied to the camera's image. */ feed_transform: Transform2D; /** Returns the unique ID for this feed. */ get_id(): int; /** Returns the camera's name. */ get_name(): string; /** Returns the position of camera on the device. */ get_position(): int; connect>(signal: T, method: SignalFunction): number; /** * No image set for the feed. * */ static FEED_NOIMAGE: any; /** * Feed supplies RGB images. * */ static FEED_RGB: any; /** * Feed supplies YCbCr images that need to be converted to RGB. * */ static FEED_YCBCR: any; /** * Feed supplies separate Y and CbCr images that need to be combined and converted to RGB. * */ static FEED_YCBCR_SEP: any; /** * Unspecified position. * */ static FEED_UNSPECIFIED: any; /** * Camera is mounted at the front of the device. * */ static FEED_FRONT: any; /** * Camera is mounted at the back of the device. * */ static FEED_BACK: any; }