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Superclass: vtkMapper2D To use this mapper, first send your data through vtkPointSetToLabelHierarchy, which takes a set of points, associates special arrays to the points (label, priority, etc.), and produces a prioritized spatial tree of labels. This mapper then takes that hierarchy (or hierarchies) as input, and every frame will decide which labels and/or icons to place in order of priority, and will render only those labels/icons. A label render strategy is used to render the labels, and can use e.g. FreeType or Qt for rendering. IsTypeOfV.IsTypeOf(string) -> int C++: static vtkTypeBool IsTypeOf(const char *type) Return 1 if this class type is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. IsAV.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Return 1 if this class is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. SafeDownCastV.SafeDownCast(vtkObjectBase) -> vtkLabelPlacementMapper C++: static vtkLabelPlacementMapper *SafeDownCast( vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkLabelPlacementMapper C++: vtkLabelPlacementMapper *NewInstance() RenderOverlayV.RenderOverlay(vtkViewport, vtkActor2D) C++: void RenderOverlay(vtkViewport *viewport, vtkActor2D *actor) override; Draw non-overlapping labels to the screen. SetRenderStrategyV.SetRenderStrategy(vtkLabelRenderStrategy) C++: virtual void SetRenderStrategy(vtkLabelRenderStrategy *s) Set the label rendering strategy. GetRenderStrategyV.GetRenderStrategy() -> vtkLabelRenderStrategy C++: virtual vtkLabelRenderStrategy *GetRenderStrategy() Set the label rendering strategy. SetMaximumLabelFractionV.SetMaximumLabelFraction(float) C++: virtual void SetMaximumLabelFraction(double _arg) The maximum fraction of the screen that the labels may cover. Label placement stops when this fraction is reached. GetMaximumLabelFractionMinValueV.GetMaximumLabelFractionMinValue() -> float C++: virtual double GetMaximumLabelFractionMinValue() The maximum fraction of the screen that the labels may cover. Label placement stops when this fraction is reached. GetMaximumLabelFractionMaxValueV.GetMaximumLabelFractionMaxValue() -> float C++: virtual double GetMaximumLabelFractionMaxValue() The maximum fraction of the screen that the labels may cover. Label placement stops when this fraction is reached. GetMaximumLabelFractionV.GetMaximumLabelFraction() -> float C++: virtual double GetMaximumLabelFraction() The maximum fraction of the screen that the labels may cover. Label placement stops when this fraction is reached. SetIteratorTypeV.SetIteratorType(int) C++: virtual void SetIteratorType(int _arg) The type of iterator used when traversing the labels. May be vtkLabelHierarchy::FRUSTUM or vtkLabelHierarchy::FULL_SORT GetIteratorTypeV.GetIteratorType() -> int C++: virtual int GetIteratorType() The type of iterator used when traversing the labels. May be vtkLabelHierarchy::FRUSTUM or vtkLabelHierarchy::FULL_SORT SetUseUnicodeStringsV.SetUseUnicodeStrings(bool) C++: virtual void SetUseUnicodeStrings(bool _arg) Set whether, or not, to use unicode strings. GetUseUnicodeStringsV.GetUseUnicodeStrings() -> bool C++: virtual bool GetUseUnicodeStrings() Set whether, or not, to use unicode strings. UseUnicodeStringsOnV.UseUnicodeStringsOn() C++: virtual void UseUnicodeStringsOn() Set whether, or not, to use unicode strings. UseUnicodeStringsOffV.UseUnicodeStringsOff() C++: virtual void UseUnicodeStringsOff() Set whether, or not, to use unicode strings. GetPositionsAsNormalsV.GetPositionsAsNormals() -> bool C++: virtual bool GetPositionsAsNormals() Use label anchor point coordinates as normal vectors and eliminate those pointing away from the camera. Valid only when points are on a sphere centered at the origin (such as a 3D geographic view). Off by default. SetPositionsAsNormalsV.SetPositionsAsNormals(bool) C++: virtual void SetPositionsAsNormals(bool _arg) Use label anchor point coordinates as normal vectors and eliminate those pointing away from the camera. Valid only when points are on a sphere centered at the origin (such as a 3D geographic view). Off by default. PositionsAsNormalsOnV.PositionsAsNormalsOn() C++: virtual void PositionsAsNormalsOn() Use label anchor point coordinates as normal vectors and eliminate those pointing away from the camera. Valid only when points are on a sphere centered at the origin (such as a 3D geographic view). Off by default. PositionsAsNormalsOffV.PositionsAsNormalsOff() C++: virtual void PositionsAsNormalsOff() Use label anchor point coordinates as normal vectors and eliminate those pointing away from the camera. Valid only when points are on a sphere centered at the origin (such as a 3D geographic view). Off by default. GetGeneratePerturbedLabelSpokesV.GetGeneratePerturbedLabelSpokes() -> bool C++: virtual bool GetGeneratePerturbedLabelSpokes() Enable drawing spokes (lines) to anchor point coordinates that were perturbed for being coincident with other anchor point coordinates. SetGeneratePerturbedLabelSpokesV.SetGeneratePerturbedLabelSpokes(bool) C++: virtual void SetGeneratePerturbedLabelSpokes(bool _arg) Enable drawing spokes (lines) to anchor point coordinates that were perturbed for being coincident with other anchor point coordinates. GeneratePerturbedLabelSpokesOnV.GeneratePerturbedLabelSpokesOn() C++: virtual void GeneratePerturbedLabelSpokesOn() Enable drawing spokes (lines) to anchor point coordinates that were perturbed for being coincident with other anchor point coordinates. GeneratePerturbedLabelSpokesOffV.GeneratePerturbedLabelSpokesOff() C++: virtual void GeneratePerturbedLabelSpokesOff() Enable drawing spokes (lines) to anchor point coordinates that were perturbed for being coincident with other anchor point coordinates. GetUseDepthBufferV.GetUseDepthBuffer() -> bool C++: virtual bool GetUseDepthBuffer() Use the depth buffer to test each label to see if it should not be displayed if it would be occluded by other objects in the scene. Off by default. SetUseDepthBufferV.SetUseDepthBuffer(bool) C++: virtual void SetUseDepthBuffer(bool _arg) Use the depth buffer to test each label to see if it should not be displayed if it would be occluded by other objects in the scene. Off by default. UseDepthBufferOnV.UseDepthBufferOn() C++: virtual void UseDepthBufferOn() Use the depth buffer to test each label to see if it should not be displayed if it would be occluded by other objects in the scene. Off by default. UseDepthBufferOffV.UseDepthBufferOff() C++: virtual void UseDepthBufferOff() Use the depth buffer to test each label to see if it should not be displayed if it would be occluded by other objects in the scene. Off by default. SetPlaceAllLabelsV.SetPlaceAllLabels(bool) C++: virtual void SetPlaceAllLabels(bool _arg) Tells the placer to place every label regardless of overlap. Off by default. GetPlaceAllLabelsV.GetPlaceAllLabels() -> bool C++: virtual bool GetPlaceAllLabels() Tells the placer to place every label regardless of overlap. Off by default. PlaceAllLabelsOnV.PlaceAllLabelsOn() C++: virtual void PlaceAllLabelsOn() Tells the placer to place every label regardless of overlap. Off by default. PlaceAllLabelsOffV.PlaceAllLabelsOff() C++: virtual void PlaceAllLabelsOff() Tells the placer to place every label regardless of overlap. Off by default. SetOutputTraversedBoundsV.SetOutputTraversedBounds(bool) C++: virtual void SetOutputTraversedBounds(bool _arg) Whether to render traversed bounds. Off by default. GetOutputTraversedBoundsV.GetOutputTraversedBounds() -> bool C++: virtual bool GetOutputTraversedBounds() Whether to render traversed bounds. Off by default. OutputTraversedBoundsOnV.OutputTraversedBoundsOn() C++: virtual void OutputTraversedBoundsOn() Whether to render traversed bounds. Off by default. OutputTraversedBoundsOffV.OutputTraversedBoundsOff() C++: virtual void OutputTraversedBoundsOff() Whether to render traversed bounds. Off by default. SetShapeV.SetShape(int) C++: virtual void SetShape(int _arg) The shape of the label background, should be one of the values in the LabelShape enumeration. GetShapeMinValueV.GetShapeMinValue() -> int C++: virtual int GetShapeMinValue() The shape of the label background, should be one of the values in the LabelShape enumeration. GetShapeMaxValueV.GetShapeMaxValue() -> int C++: virtual int GetShapeMaxValue() The shape of the label background, should be one of the values in the LabelShape enumeration. GetShapeV.GetShape() -> int C++: virtual int GetShape() The shape of the label background, should be one of the values in the LabelShape enumeration. SetShapeToNoneV.SetShapeToNone() C++: virtual void SetShapeToNone() The shape of the label background, should be one of the values in the LabelShape enumeration. SetShapeToRectV.SetShapeToRect() C++: virtual void SetShapeToRect() The shape of the label background, should be one of the values in the LabelShape enumeration. SetShapeToRoundedRectV.SetShapeToRoundedRect() C++: virtual void SetShapeToRoundedRect() The shape of the label background, should be one of the values in the LabelShape enumeration. SetStyleV.SetStyle(int) C++: virtual void SetStyle(int _arg) The style of the label background shape, should be one of the values in the LabelStyle enumeration. GetStyleMinValueV.GetStyleMinValue() -> int C++: virtual int GetStyleMinValue() The style of the label background shape, should be one of the values in the LabelStyle enumeration. GetStyleMaxValueV.GetStyleMaxValue() -> int C++: virtual int GetStyleMaxValue() The style of the label background shape, should be one of the values in the LabelStyle enumeration. GetStyleV.GetStyle() -> int C++: virtual int GetStyle() The style of the label background shape, should be one of the values in the LabelStyle enumeration. SetStyleToFilledV.SetStyleToFilled() C++: virtual void SetStyleToFilled() The style of the label background shape, should be one of the values in the LabelStyle enumeration. SetStyleToOutlineV.SetStyleToOutline() C++: virtual void SetStyleToOutline() The style of the label background shape, should be one of the values in the LabelStyle enumeration. SetMarginV.SetMargin(float) C++: virtual void SetMargin(double _arg) The size of the margin on the label background shape. Default is 5. GetMarginV.GetMargin() -> float C++: virtual double GetMargin() The size of the margin on the label background shape. Default is 5. SetBackgroundColorV.SetBackgroundColor(float, float, float) C++: void SetBackgroundColor(double, double, double) V.SetBackgroundColor((float, float, float)) C++: void SetBackgroundColor(double a[3]) GetBackgroundColorV.GetBackgroundColor() -> (float, float, float) C++: double *GetBackgroundColor() SetBackgroundOpacityV.SetBackgroundOpacity(float) C++: virtual void SetBackgroundOpacity(double _arg) The opacity of the background shape. GetBackgroundOpacityMinValueV.GetBackgroundOpacityMinValue() -> float C++: virtual double GetBackgroundOpacityMinValue() The opacity of the background shape. GetBackgroundOpacityMaxValueV.GetBackgroundOpacityMaxValue() -> float C++: virtual double GetBackgroundOpacityMaxValue() The opacity of the background shape. GetBackgroundOpacityV.GetBackgroundOpacity() -> float C++: virtual double GetBackgroundOpacity() The opacity of the background shape. GetAnchorTransformV.GetAnchorTransform() -> vtkCoordinate C++: virtual vtkCoordinate *GetAnchorTransform() Get the transform for the anchor points. ReleaseGraphicsResourcesV.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; Release any graphics resources that are being consumed by this mapper. 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