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(A leader is typically used to indicate distance between points.) vtkLeaderActor2D is a type of vtkActor2D; that is, it is drawn on the overlay plane and is not occluded by 3D geometry. To use this class, you typically specify two points defining the start and end points of the line (x-y definition using vtkCoordinate class), whether to place arrows on one or both end points, and whether to label the leader. Also, this class has a special feature that allows curved leaders to be created by specifying a radius. Use the vtkLeaderActor2D uses its superclass vtkActor2D instance variables Position and Position2 vtkCoordinates to place an instance of vtkLeaderActor2D (i.e., these two data members represent the start and end points of the leader). Using these vtkCoordinates you can specify the position of the leader in a variety of coordinate systems. To control the appearance of the actor, use the superclasses vtkActor2D::vtkProperty2D and the vtkTextProperty objects associated with this actor. @sa vtkAxisActor2D vtkActor2D vtkCoordinate vtkTextProperty HasTranslucentPolygonalGeometryvtkRenderingAnnotationPython.vtkLeaderActor2DV.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. V.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. V.SafeDownCast(vtkObjectBase) -> vtkLeaderActor2D C++: static vtkLeaderActor2D *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkLeaderActor2D C++: vtkLeaderActor2D *NewInstance() V.SetRadius(float) C++: virtual void SetRadius(double _arg) Set/Get a radius which can be used to curve the leader. If a radius is specified whose absolute value is greater than one half the distance between the two points defined by the superclasses' Position and Position2 ivars, then the leader will be curved. A positive radius will produce a curve such that the center is to the right of the line from Position and Position2; a negative radius will produce a curve in the opposite sense. By default, the radius is set to zero and thus there is no curvature. Note that the radius is expresses as a multiple of the distance between (Position,Position2); this avoids issues relative to coordinate system transformations. V.GetRadius() -> float C++: virtual double GetRadius() Set/Get a radius which can be used to curve the leader. If a radius is specified whose absolute value is greater than one half the distance between the two points defined by the superclasses' Position and Position2 ivars, then the leader will be curved. A positive radius will produce a curve such that the center is to the right of the line from Position and Position2; a negative radius will produce a curve in the opposite sense. By default, the radius is set to zero and thus there is no curvature. Note that the radius is expresses as a multiple of the distance between (Position,Position2); this avoids issues relative to coordinate system transformations. V.SetLabel(string) C++: virtual void SetLabel(const char *_arg) Set/Get the label for the leader. If the label is an empty string, then it will not be drawn. V.GetLabel() -> string C++: virtual char *GetLabel() Set/Get the label for the leader. If the label is an empty string, then it will not be drawn. V.SetLabelTextProperty(vtkTextProperty) C++: virtual void SetLabelTextProperty(vtkTextProperty *p) Set/Get the text property of the label. V.GetLabelTextProperty() -> vtkTextProperty C++: virtual vtkTextProperty *GetLabelTextProperty() Set/Get the text property of the label. V.SetLabelFactor(float) C++: virtual void SetLabelFactor(double _arg) Set/Get the factor that controls the overall size of the fonts used to label the leader. V.GetLabelFactorMinValue() -> float C++: virtual double GetLabelFactorMinValue() Set/Get the factor that controls the overall size of the fonts used to label the leader. V.GetLabelFactorMaxValue() -> float C++: virtual double GetLabelFactorMaxValue() Set/Get the factor that controls the overall size of the fonts used to label the leader. V.GetLabelFactor() -> float C++: virtual double GetLabelFactor() Set/Get the factor that controls the overall size of the fonts used to label the leader. V.SetArrowPlacement(int) C++: virtual void SetArrowPlacement(int _arg) Control whether arrow heads are drawn on the leader. Arrows may be drawn on one end, both ends, or not at all. V.GetArrowPlacementMinValue() -> int C++: virtual int GetArrowPlacementMinValue() Control whether arrow heads are drawn on the leader. Arrows may be drawn on one end, both ends, or not at all. V.GetArrowPlacementMaxValue() -> int C++: virtual int GetArrowPlacementMaxValue() Control whether arrow heads are drawn on the leader. Arrows may be drawn on one end, both ends, or not at all. V.GetArrowPlacement() -> int C++: virtual int GetArrowPlacement() Control whether arrow heads are drawn on the leader. Arrows may be drawn on one end, both ends, or not at all. V.SetArrowPlacementToNone() C++: void SetArrowPlacementToNone() Control whether arrow heads are drawn on the leader. Arrows may be drawn on one end, both ends, or not at all. V.SetArrowPlacementToPoint1() C++: void SetArrowPlacementToPoint1() Control whether arrow heads are drawn on the leader. Arrows may be drawn on one end, both ends, or not at all. V.SetArrowPlacementToPoint2() C++: void SetArrowPlacementToPoint2() Control whether arrow heads are drawn on the leader. Arrows may be drawn on one end, both ends, or not at all. V.SetArrowPlacementToBoth() C++: void SetArrowPlacementToBoth() Control whether arrow heads are drawn on the leader. Arrows may be drawn on one end, both ends, or not at all. V.SetArrowStyle(int) C++: virtual void SetArrowStyle(int _arg) Control the appearance of the arrow heads. A solid arrow head is a filled triangle; a open arrow looks like a "V"; and a hollow arrow looks like a non-filled triangle. V.GetArrowStyleMinValue() -> int C++: virtual int GetArrowStyleMinValue() Control the appearance of the arrow heads. A solid arrow head is a filled triangle; a open arrow looks like a "V"; and a hollow arrow looks like a non-filled triangle. V.GetArrowStyleMaxValue() -> int C++: virtual int GetArrowStyleMaxValue() Control the appearance of the arrow heads. A solid arrow head is a filled triangle; a open arrow looks like a "V"; and a hollow arrow looks like a non-filled triangle. V.GetArrowStyle() -> int C++: virtual int GetArrowStyle() Control the appearance of the arrow heads. A solid arrow head is a filled triangle; a open arrow looks like a "V"; and a hollow arrow looks like a non-filled triangle. V.SetArrowStyleToFilled() C++: void SetArrowStyleToFilled() Control the appearance of the arrow heads. A solid arrow head is a filled triangle; a open arrow looks like a "V"; and a hollow arrow looks like a non-filled triangle. V.SetArrowStyleToOpen() C++: void SetArrowStyleToOpen() Control the appearance of the arrow heads. A solid arrow head is a filled triangle; a open arrow looks like a "V"; and a hollow arrow looks like a non-filled triangle. V.SetArrowStyleToHollow() C++: void SetArrowStyleToHollow() Control the appearance of the arrow heads. A solid arrow head is a filled triangle; a open arrow looks like a "V"; and a hollow arrow looks like a non-filled triangle. V.SetArrowLength(float) C++: virtual void SetArrowLength(double _arg) Specify the arrow length and base width (in normalized viewport coordinates). V.GetArrowLengthMinValue() -> float C++: virtual double GetArrowLengthMinValue() Specify the arrow length and base width (in normalized viewport coordinates). V.GetArrowLengthMaxValue() -> float C++: virtual double GetArrowLengthMaxValue() Specify the arrow length and base width (in normalized viewport coordinates). V.GetArrowLength() -> float C++: virtual double GetArrowLength() Specify the arrow length and base width (in normalized viewport coordinates). V.SetArrowWidth(float) C++: virtual void SetArrowWidth(double _arg) Specify the arrow length and base width (in normalized viewport coordinates). V.GetArrowWidthMinValue() -> float C++: virtual double GetArrowWidthMinValue() Specify the arrow length and base width (in normalized viewport coordinates). V.GetArrowWidthMaxValue() -> float C++: virtual double GetArrowWidthMaxValue() Specify the arrow length and base width (in normalized viewport coordinates). V.GetArrowWidth() -> float C++: virtual double GetArrowWidth() Specify the arrow length and base width (in normalized viewport coordinates). V.SetMinimumArrowSize(float) C++: virtual void SetMinimumArrowSize(double _arg) Limit the minimum and maximum size of the arrows. These values are expressed in pixels and clamp the minimum/maximum possible size for the width/length of the arrow head. (When clamped, the ratio between length and width is preserved.) V.GetMinimumArrowSizeMinValue() -> float C++: virtual double GetMinimumArrowSizeMinValue() Limit the minimum and maximum size of the arrows. These values are expressed in pixels and clamp the minimum/maximum possible size for the width/length of the arrow head. (When clamped, the ratio between length and width is preserved.) V.GetMinimumArrowSizeMaxValue() -> float C++: virtual double GetMinimumArrowSizeMaxValue() Limit the minimum and maximum size of the arrows. These values are expressed in pixels and clamp the minimum/maximum possible size for the width/length of the arrow head. (When clamped, the ratio between length and width is preserved.) V.GetMinimumArrowSize() -> float C++: virtual double GetMinimumArrowSize() Limit the minimum and maximum size of the arrows. These values are expressed in pixels and clamp the minimum/maximum possible size for the width/length of the arrow head. (When clamped, the ratio between length and width is preserved.) V.SetMaximumArrowSize(float) C++: virtual void SetMaximumArrowSize(double _arg) Limit the minimum and maximum size of the arrows. These values are expressed in pixels and clamp the minimum/maximum possible size for the width/length of the arrow head. (When clamped, the ratio between length and width is preserved.) V.GetMaximumArrowSizeMinValue() -> float C++: virtual double GetMaximumArrowSizeMinValue() Limit the minimum and maximum size of the arrows. These values are expressed in pixels and clamp the minimum/maximum possible size for the width/length of the arrow head. (When clamped, the ratio between length and width is preserved.) V.GetMaximumArrowSizeMaxValue() -> float C++: virtual double GetMaximumArrowSizeMaxValue() Limit the minimum and maximum size of the arrows. These values are expressed in pixels and clamp the minimum/maximum possible size for the width/length of the arrow head. (When clamped, the ratio between length and width is preserved.) V.GetMaximumArrowSize() -> float C++: virtual double GetMaximumArrowSize() Limit the minimum and maximum size of the arrows. These values are expressed in pixels and clamp the minimum/maximum possible size for the width/length of the arrow head. (When clamped, the ratio between length and width is preserved.) V.SetAutoLabel(int) C++: virtual void SetAutoLabel(int _arg) Enable auto-labelling. In this mode, the label is automatically updated based on distance (in world coordinates) between the two end points; or if a curved leader is being generated, the angle in degrees between the two points. V.GetAutoLabel() -> int C++: virtual int GetAutoLabel() Enable auto-labelling. In this mode, the label is automatically updated based on distance (in world coordinates) between the two end points; or if a curved leader is being generated, the angle in degrees between the two points. V.AutoLabelOn() C++: virtual void AutoLabelOn() Enable auto-labelling. In this mode, the label is automatically updated based on distance (in world coordinates) between the two end points; or if a curved leader is being generated, the angle in degrees between the two points. V.AutoLabelOff() C++: virtual void AutoLabelOff() Enable auto-labelling. In this mode, the label is automatically updated based on distance (in world coordinates) between the two end points; or if a curved leader is being generated, the angle in degrees between the two points. V.SetLabelFormat(string) C++: virtual void SetLabelFormat(const char *_arg) Specify the format to use for auto-labelling. V.GetLabelFormat() -> string C++: virtual char *GetLabelFormat() Specify the format to use for auto-labelling. V.GetLength() -> float C++: virtual double GetLength() Obtain the length of the leader if the leader is not curved, otherwise obtain the angle that the leader circumscribes. V.GetAngle() -> float C++: virtual double GetAngle() Obtain the length of the leader if the leader is not curved, otherwise obtain the angle that the leader circumscribes. V.RenderOverlay(vtkViewport) -> int C++: int RenderOverlay(vtkViewport *viewport) override; Methods required by vtkProp and vtkActor2D superclasses. V.RenderOpaqueGeometry(vtkViewport) -> int C++: int RenderOpaqueGeometry(vtkViewport *viewport) override; Methods required by vtkProp and vtkActor2D superclasses. V.RenderTranslucentPolygonalGeometry(vtkViewport) -> int C++: int RenderTranslucentPolygonalGeometry(vtkViewport *) override; Methods required by vtkProp and vtkActor2D superclasses. V.HasTranslucentPolygonalGeometry() -> int C++: int HasTranslucentPolygonalGeometry() override; Does this prop have some translucent polygonal geometry? V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; Release any graphics resources that are being consumed by this actor. 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