/** * The [CameraServer] keeps track of different cameras accessible in Godot. These are external cameras such as webcams or the cameras on your phone. * * It is notably used to provide AR modules with a video feed from the camera. * */ declare class CameraServerClass extends Object { /** * The [CameraServer] keeps track of different cameras accessible in Godot. These are external cameras such as webcams or the cameras on your phone. * * It is notably used to provide AR modules with a video feed from the camera. * */ new(): CameraServerClass; static "new"(): CameraServerClass /** Adds a camera feed to the camera server. */ add_feed(feed: CameraFeed): void; /** Returns an array of [CameraFeed]s. */ feeds(): any[]; /** Returns the [CameraFeed] with this id. */ get_feed(index: int): CameraFeed; /** Returns the number of [CameraFeed]s registered. */ get_feed_count(): int; /** Removes a [CameraFeed]. */ remove_feed(feed: CameraFeed): void; connect>(signal: T, method: SignalFunction): number; /** * The RGBA camera image. * */ static FEED_RGBA_IMAGE: any; /** * The YCbCr camera image. * */ static FEED_YCBCR_IMAGE: any; /** * The Y component camera image. * */ static FEED_Y_IMAGE: any; /** * The CbCr component camera image. * */ static FEED_CBCR_IMAGE: any; /** * Emitted when a [CameraFeed] is added (e.g. webcam is plugged in). * */ $camera_feed_added: Signal<(id: int) => void> /** * Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged). * */ $camera_feed_removed: Signal<(id: int) => void> }