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H;u$@8$t@$HfH&@H8fnFdH%(HD$(1H!H4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H11+1HT$(dH+%(H8@(HHuҐHtAH H;uI$u Ƈ$)HuHH@H0H;bt@%fATH0fnFdH%(HD$(1H1H4$HD$HGfnȉD$fbfD$uDH(HtD$9D$tIH11*E1HD$(dH+%(H0LA\@'HHufHHRxH;W$IMtoI$H5LPtZ(HuL8!IHoHtbLT$1HHP@L%8fE1h(H"DIj$fATL%H lHH5>Lf%8uH(LH~)&LA\ATIUH(Ht HH5LHtHmtH]A\HH]A\q AVAUATUHHfnFdH%(HD$81H]/Ht$HD$HGfnȉD$(fbfD$ Ho(Ht!D$ +D$$t vtkLabeledTreeMapDataMapper C++: static vtkLabeledTreeMapDataMapper *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkLabeledTreeMapDataMapper C++: vtkLabeledTreeMapDataMapper *NewInstance() V.GetInputTree() -> vtkTree C++: virtual vtkTree *GetInputTree() The input to this filter. V.SetRectanglesArrayName(string) C++: virtual void SetRectanglesArrayName(const char *name) The name of the 4-tuple array used for V.GetClipTextMode() -> int C++: virtual int GetClipTextMode() Indicates if the label can be displayed clipped by the Window mode = 0 - ok to clip labels 1 - auto center labels w/r to the area of the vertex's clipped region V.SetClipTextMode(int) C++: virtual void SetClipTextMode(int _arg) Indicates if the label can be displayed clipped by the Window mode = 0 - ok to clip labels 1 - auto center labels w/r to the area of the vertex's clipped region V.GetChildMotion() -> int C++: virtual int GetChildMotion() Indicates if the label can be moved by its ancestors V.SetChildMotion(int) C++: virtual void SetChildMotion(int _arg) Indicates if the label can be moved by its ancestors V.GetDynamicLevel() -> int C++: virtual int GetDynamicLevel() Indicates at which level labeling should be dynamic V.SetDynamicLevel(int) C++: virtual void SetDynamicLevel(int _arg) Indicates at which level labeling should be dynamic V.SetFontSizeRange(int, int, int) C++: void SetFontSizeRange(int maxSize, int minSize, int delta=4) The range of font sizes to use when rendering the labels. V.GetFontSizeRange([int, int, int]) C++: void GetFontSizeRange(int range[3]) The range of font sizes to use when rendering the labels. V.SetLevelRange(int, int) C++: void SetLevelRange(int startLevel, int endLevel) The range of levels to attempt to label. The level of a vertex is the length of the path to the root (the root has level 0). V.GetLevelRange([int, int]) C++: void GetLevelRange(int range[2]) The range of levels to attempt to label. The level of a vertex is the length of the path to the root (the root has level 0). vtkLabelHierarchyAlgorithmGetLabelHierarchyInputGetOutputAddInputDataSetOutputvtkLabelHierarchyAlgorithm - Superclass for algorithms that produce only label hierarchies as output Superclass: vtkAlgorithm vtkLabelHierarchyAlgorithm is a convenience class to make writing algorithms easier. It is also designed to help transition old algorithms to the new pipeline architecture. There are some assumptions and defaults made by this class you should be aware of. This class defaults such that your filter will have one input port and one output port. If that is not the case simply change it with SetNumberOfInputPorts etc. See this class constructor for the default. This class also provides a FillInputPortInfo method that by default says that all inputs will be DataObjects. If that isn't the case then please override this method in your subclass. This class breaks out the downstream requests into separate functions such as RequestData and RequestInformation. You should implement RequestData( request, inputVec, outputVec) in subclasses. vtkRenderingLabelPython.vtkLabelHierarchyAlgorithmV.SafeDownCast(vtkObjectBase) -> vtkLabelHierarchyAlgorithm C++: static vtkLabelHierarchyAlgorithm *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkLabelHierarchyAlgorithm C++: vtkLabelHierarchyAlgorithm *NewInstance() V.GetOutput() -> vtkLabelHierarchy C++: vtkLabelHierarchy *GetOutput() V.GetOutput(int) -> vtkLabelHierarchy C++: vtkLabelHierarchy *GetOutput(int) Get the output data object for a port on this algorithm. V.SetOutput(vtkDataObject) C++: virtual void SetOutput(vtkDataObject *d) Get the output data object for a port on this algorithm. V.GetInput() -> vtkDataObject C++: vtkDataObject *GetInput() V.GetInput(int) -> vtkDataObject C++: vtkDataObject *GetInput(int port) V.GetLabelHierarchyInput(int) -> vtkLabelHierarchy C++: vtkLabelHierarchy *GetLabelHierarchyInput(int port) V.SetInputData(vtkDataObject) C++: void SetInputData(vtkDataObject *) V.SetInputData(int, vtkDataObject) C++: void SetInputData(int, vtkDataObject *) Assign a data object as input. Note that this method does not establish a pipeline connection. Use SetInputConnection() to setup a pipeline connection. V.AddInputData(vtkDataObject) C++: void AddInputData(vtkDataObject *) V.AddInputData(int, vtkDataObject) C++: void AddInputData(int, vtkDataObject *) Assign a data object as input. Note that this method does not establish a pipeline connection. Use AddInputConnection() to setup a pipeline connection. BoxNodeBoxAllNodesvtkPolyDataGetNodeGeometryGetHierarchyGetLabelIdIsAtEndNextBeginvtkIdTypeArrayClearIteratorsAddIteratorvtkLabelHierarchyCompositeIterator - Iterator over sub-iterators Superclass: vtkLabelHierarchyIterator Iterates over child iterators in a round-robin order. Each iterator may have its own count, which is the number of times it is repeated until moving to the next iterator. For example, if you initialize the iterator with it->AddIterator(A, 1); it->AddIterator(B, 3); The order of iterators will be A,B,B,B,A,B,B,B,... vtkRenderingLabelPython.vtkLabelHierarchyCompositeIteratorV.SafeDownCast(vtkObjectBase) -> vtkLabelHierarchyCompositeIterator C++: static vtkLabelHierarchyCompositeIterator *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkLabelHierarchyCompositeIterator C++: vtkLabelHierarchyCompositeIterator *NewInstance() V.AddIterator(vtkLabelHierarchyIterator) C++: virtual void AddIterator(vtkLabelHierarchyIterator *it) V.AddIterator(vtkLabelHierarchyIterator, int) C++: virtual void AddIterator(vtkLabelHierarchyIterator *it, int count) Adds a label iterator to this composite iterator. The second optional argument is the number of times to repeat the iterator before moving to the next one round-robin style. Default is 1. V.ClearIterators() C++: virtual void ClearIterators() Remove all iterators from this composite iterator. V.Begin(vtkIdTypeArray) C++: void Begin(vtkIdTypeArray *) override; Initializes the iterator. lastLabels is an array holding labels which should be traversed before any other labels in the hierarchy. This could include labels placed during a previous rendering or a label located under the mouse pointer. You may pass a null pointer. V.Next() C++: void Next() override; Advance the iterator. V.IsAtEnd() -> bool C++: bool IsAtEnd() override; Returns true if the iterator is at the end. V.GetLabelId() -> int C++: vtkIdType GetLabelId() override; Retrieves the current label id. V.GetHierarchy() -> vtkLabelHierarchy C++: vtkLabelHierarchy *GetHierarchy() override; Retrieve the current label hierarchy. V.GetNodeGeometry([float, float, float], float) C++: void GetNodeGeometry(double ctr[3], double &size) override; Retrieve the coordinates of the center of the current hierarchy node and the size of the node. Nodes are n-cubes, so the size is the length of any edge of the cube. This is used by BoxNode(). V.BoxNode() C++: void BoxNode() override; Not implemented. V.BoxAllNodes(vtkPolyData) C++: void BoxAllNodes(vtkPolyData *) override; Not implemented. vtkLabelHierarchyIteratorvtkLabelHierarchyGetPathForNodalCoordinatesGetCenterPtsGetLabelsGetMaximumDepthGetTargetLabelCountGetBoundedSizesGetCoincidentPointsGetPrioritiesGetOrientationsGetTextPropertyGetIconIndicesGetSizesSetTargetLabelCountSetMaximumDepthNewIteratorvtkRenderervtkCameraGetMaxCellSizeFindCellvtkCellvtkGenericCellGetPointCellsvtkIdListGetCellPointsGetCellTypeGetCellGetNumberOfCellsSetBoundedSizesvtkDataArraySetSizesSetIconIndicesvtkIntArraySetOrientationsSetLabelsvtkAbstractArraySetPrioritiesSetTextPropertyComputeHierarchySetPointsvtkPointsFULL_SORTQUEUEDEPTH_FIRSTFRUSTUMvtkPointSetvtkDataSetGetDiscreteNodeCoordinatesFromWorldPointvtkLabelHierarchy - contains an octree of labels Superclass: vtkPointSet This class represents labels in a hierarchy used to denote rendering priority. A binary tree of labels is maintained that subdivides the bounds of the of the label anchors spatially. Which level of the tree a label occupies determines its priority; those at higher levels of the tree will be more likely to render than those at lower levels of the tree. Pass vtkLabelHierarchy objects to a vtkLabelPlacementMapper filter for dynamic, non-overlapping, per-frame placement of labels. Note that if we have a d-dimensional binary tree and we want a fixed number $n $ of labels in each node (all nodes, not just leaves), we can compute the depth of tree required assuming a uniform distribution of points. Given a total of $N $ points we know that$\frac{N}{|T|} = n $, where $|T| $ is the cardinality of the tree (i.e., the number of nodes it contains). Because we have a uniform distribution, the tree will be uniformly subdivided and thus $|T| = 1 + 2^d + \left(2^d\right)^2 + \cdots + \left(2^d\right)^k $, where $d $ is the dimensionality of the input points (fixed at 3 for now). As $k $ becomes large, $|T|\approx 2 \left(2^d\right)^k $. Using this approximation, we can solve for $k $:\[ k = \frac{\log{\frac{N}{2n}}}{\log{2^d}} \] Given a set of $N $ input label anchors, we'll compute $k $ and then bin the anchors into tree nodes at level $k $ of the tree. After this, all the nodes will be in the leaves of the tree and those leaves will be at the $k $-th level; no anchors will be in levels $1, 2, \ldots, k-1 $. To fix that, we'll choose to move some anchors upwards. The exact number to move upwards depends on TargetLabelCount. We'll move as many up as required to have TargetLabelCount at each node. You should avoid situations where MaximumDepth does not allow forTargetLabelCount or fewer entries at each node. The MaximumDepth is a hard limit while TargetLabelCount is a suggested optimum. You will end up with many more than TargetLabelCount entries per node and things will be sloooow. vtkRenderingLabelPython.vtkLabelHierarchyV.SafeDownCast(vtkObjectBase) -> vtkLabelHierarchy C++: static vtkLabelHierarchy *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkLabelHierarchy C++: vtkLabelHierarchy *NewInstance() V.SetPoints(vtkPoints) C++: void SetPoints(vtkPoints *) override; Override SetPoints so we can reset the hierarchy when the points change. V.ComputeHierarchy() C++: virtual void ComputeHierarchy() Fill the hierarchy with the input labels. V.SetTargetLabelCount(int) C++: virtual void SetTargetLabelCount(int _arg) The number of labels that is ideally present at any octree node. It is best if this is a multiple of $2^d $. V.GetTargetLabelCount() -> int C++: virtual int GetTargetLabelCount() The number of labels that is ideally present at any octree node. It is best if this is a multiple of $2^d $. V.SetMaximumDepth(int) C++: virtual void SetMaximumDepth(int _arg) The maximum depth of the octree. V.GetMaximumDepth() -> int C++: virtual int GetMaximumDepth() The maximum depth of the octree. V.SetTextProperty(vtkTextProperty) C++: virtual void SetTextProperty(vtkTextProperty *tprop) The default text property assigned to labels in this hierarchy. V.GetTextProperty() -> vtkTextProperty C++: virtual vtkTextProperty *GetTextProperty() The default text property assigned to labels in this hierarchy. V.SetPriorities(vtkDataArray) C++: virtual void SetPriorities(vtkDataArray *arr) Set/get the array specifying the importance (priority) of each label. V.GetPriorities() -> vtkDataArray C++: virtual vtkDataArray *GetPriorities() Set/get the array specifying the importance (priority) of each label. V.SetLabels(vtkAbstractArray) C++: virtual void SetLabels(vtkAbstractArray *arr) Set/get the array specifying the text of each label. V.GetLabels() -> vtkAbstractArray C++: virtual vtkAbstractArray *GetLabels() Set/get the array specifying the text of each label. V.SetOrientations(vtkDataArray) C++: virtual void SetOrientations(vtkDataArray *arr) Set/get the array specifying the orientation of each label. V.GetOrientations() -> vtkDataArray C++: virtual vtkDataArray *GetOrientations() Set/get the array specifying the orientation of each label. V.SetIconIndices(vtkIntArray) C++: virtual void SetIconIndices(vtkIntArray *arr) Set/get the array specifying the icon index of each label. V.GetIconIndices() -> vtkIntArray C++: virtual vtkIntArray *GetIconIndices() Set/get the array specifying the icon index of each label. V.SetSizes(vtkDataArray) C++: virtual void SetSizes(vtkDataArray *arr) Set/get the array specifying the size of each label. V.GetSizes() -> vtkDataArray C++: virtual vtkDataArray *GetSizes() Set/get the array specifying the size of each label. V.SetBoundedSizes(vtkDataArray) C++: virtual void SetBoundedSizes(vtkDataArray *arr) Set/get the array specifying the maximum width and height in world coordinates of each label. V.GetBoundedSizes() -> vtkDataArray C++: virtual vtkDataArray *GetBoundedSizes() Set/get the array specifying the maximum width and height in world coordinates of each label. V.NewIterator(int, vtkRenderer, vtkCamera, [float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float], bool, [float, float]) -> vtkLabelHierarchyIterator C++: vtkLabelHierarchyIterator *NewIterator(int type, vtkRenderer *ren, vtkCamera *cam, double frustumPlanes[24], bool positionsAsNormals, float bucketSize[2]) Returns an iterator for this data object. positionsAsNormals should only be true when labels are on a sphere centered at the origin (3D world). @param type - the type should be one of FULL_SORT, QUEUE, DEPTH_FIRST, or FRUSTUM. @param ren - the current renderer (used for viewport information) @param cam - the current camera. @param frustumPlanes - should be the output of the camera's frustum planes. @param positionsAsNormals - throws out octree nodes on the opposite side of the origin. @param bucketSize - an array of 2 integers describing the width and height of label placer buckets. V.GetDiscreteNodeCoordinatesFromWorldPoint([int, int, int], [float, float, float], int) C++: void GetDiscreteNodeCoordinatesFromWorldPoint(int ijk[3], double pt[3], int level) Given a depth in the hierarchy ( level) and a point pt in world space, compute ijk. This is used to find other octree nodes at the same level that are within the search radius for candidate labels to be placed. It is called with pt set to the camera eye point and pythagorean quadruples increasingly distant from the origin are added to ijk to identify octree nodes whose labels should be placed. @param[out] ijk - discrete coordinates of the octree node at level containing pt. @param[in] pt - input world point coordinates @param[in] level - input octree level to be considered V.GetPathForNodalCoordinates([int, ...], [int, int, int], int) -> bool C++: static bool GetPathForNodalCoordinates(int *path, int ijk[3], int level) Given a level of the tree and ijk coordinates in a lattice, compute a path down the tree to reach the corresponding lattice node. If the lattice coordinates are outside the tree, this returns false. Otherwise it returns true. This does notguarantee that the path exists in the hierarchy. @param[out] path - a vector of level integers specifying which child to descend at each level to reach ijk @param[in] ijk - discrete coordinates of the octree node at level @param[in] level - input octree level to be considered V.GetNumberOfCells() -> int C++: vtkIdType GetNumberOfCells() override; Inherited members (from vtkDataSet) V.GetCell(int) -> vtkCell C++: vtkCell *GetCell(vtkIdType) override; V.GetCell(int, vtkGenericCell) C++: void GetCell(vtkIdType, vtkGenericCell *) override; V.GetCell(int, int, int) -> vtkCell C++: virtual vtkCell *GetCell(int i, int j, int k) Inherited members (from vtkDataSet) V.GetCellType(int) -> int C++: int GetCellType(vtkIdType) override; Inherited members (from vtkDataSet) V.GetCellPoints(int, vtkIdList) C++: void GetCellPoints(vtkIdType, vtkIdList *) override; Inherited members (from vtkDataSet) V.GetPointCells(int, vtkIdList) C++: void GetPointCells(vtkIdType, vtkIdList *) override; Inherited members (from vtkDataSet) V.FindCell([float, float, float], vtkCell, int, float, int, [float, float, float], [float, ...]) -> int C++: vtkIdType FindCell(double *, vtkCell *, vtkIdType, double, int &, double *, double *) override; V.FindCell([float, float, float], vtkCell, vtkGenericCell, int, float, int, [float, float, float], [float, ...]) -> int C++: vtkIdType FindCell(double *, vtkCell *, vtkGenericCell *, vtkIdType, double, int &, double *, double *) override; Inherited members (from vtkDataSet) V.GetMaxCellSize() -> int C++: int GetMaxCellSize() override; Inherited members (from vtkDataSet) V.GetCenterPts() -> vtkPoints C++: virtual vtkPoints *GetCenterPts() Provide access to original coordinates of sets of coincident points V.GetCoincidentPoints() -> vtkCoincidentPoints C++: virtual vtkCoincidentPoints *GetCoincidentPoints() Provide access to the set of coincident points that have been perturbed by the hierarchy in order to render labels for each without overlap. vtkRenderingLabelPython.vtkLabelHierarchy.IteratorTypeERROR: In /mnt/storage/workspace/med-ubuntu-free/ExtProjs/VTK/Common/DataModel/vtkDataSet.h, line ijk indices are only valid with structured data! (): ErrorEventGetAllBoundsSetAllBoundsSetTraversedBoundsGetOrientationGetUnicodeLabelGetLabelGetTypeGetBoundedSizeGetSizeGetPointvtkLabelHierarchyIterator - iterator over vtkLabelHierarchy Superclass: vtkObject Abstract superclass for iterators over vtkLabelHierarchy. vtkRenderingLabelPython.vtkLabelHierarchyIteratorV.SafeDownCast(vtkObjectBase) -> vtkLabelHierarchyIterator C++: static vtkLabelHierarchyIterator *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkLabelHierarchyIterator C++: vtkLabelHierarchyIterator *NewInstance() V.Begin(vtkIdTypeArray) C++: virtual void Begin(vtkIdTypeArray *) Initializes the iterator. lastLabels is an array holding labels which should be traversed before any other labels in the hierarchy. This could include labels placed during a previous rendering or a label located under the mouse pointer. You may pass a null pointer. V.Next() C++: virtual void Next() Advance the iterator. V.IsAtEnd() -> bool C++: virtual bool IsAtEnd() Returns true if the iterator is at the end. V.GetPoint([float, float, float]) C++: virtual void GetPoint(double x[3]) Retrieves the current label location. V.GetSize([float, float]) C++: virtual void GetSize(double sz[2]) Retrieves the current label size. V.GetBoundedSize([float, float]) C++: virtual void GetBoundedSize(double sz[2]) Retrieves the current label maximum width in world coordinates. V.GetType() -> int C++: virtual int GetType() Retrieves the current label type. V.GetLabel() -> string C++: virtual vtkStdString GetLabel() Retrieves the current label string. V.GetUnicodeLabel() -> unicode C++: virtual vtkUnicodeString GetUnicodeLabel() Retrieves the current label as a unicode string. V.GetOrientation() -> float C++: virtual double GetOrientation() Retrieves the current label orientation. V.GetLabelId() -> int C++: virtual vtkIdType GetLabelId() Retrieves the current label id. V.GetHierarchy() -> vtkLabelHierarchy C++: virtual vtkLabelHierarchy *GetHierarchy() Get the label hierarchy associated with the current label. V.SetTraversedBounds(vtkPolyData) C++: virtual void SetTraversedBounds(vtkPolyData *) Sets a polydata to fill with geometry representing the bounding boxes of the traversed octree nodes. V.GetNodeGeometry([float, float, float], float) C++: virtual void GetNodeGeometry(double ctr[3], double &size) Retrieve the coordinates of the center of the current hierarchy node and the size of the node. Nodes are n-cubes, so the size is the length of any edge of the cube. This is used by BoxNode(). V.BoxNode() C++: virtual void BoxNode() Add a representation to TraversedBounds for the current octree node. This should be called by subclasses inside Next(). Does nothing if TraversedBounds is NULL. V.BoxAllNodes(vtkPolyData) C++: virtual void BoxAllNodes(vtkPolyData *) Add a representation for all existing octree nodes to the specified polydata. This is equivalent to setting TraversedBounds, iterating over the entire hierarchy, and then resetting TraversedBounds to its original value. V.SetAllBounds(int) C++: virtual void SetAllBounds(int _arg) Set/get whether all nodes in the hierarchy should be added to the TraversedBounds polydata or only those traversed. When non-zero, all nodes will be added. By default, AllBounds is 0. V.GetAllBounds() -> int C++: virtual int GetAllBounds() Set/get whether all nodes in the hierarchy should be added to the TraversedBounds polydata or only those traversed. When non-zero, all nodes will be added. By default, AllBounds is 0. vtkLabelPlacementMapperGetBackgroundOpacityMinValueGetShapeMaxValueGetStyleMaxValueGetShapeMinValueGetBackgroundOpacityMaxValueGetStyleMinValueGetBackgroundColorGetStyleGetIteratorTypeGetRenderStrategyGetBackgroundOpacityGetShapeGetMarginGetAnchorTransformGetPlaceAllLabelsGetMaximumLabelFractionGetUseUnicodeStringsGetOutputTraversedBoundsGetUseDepthBufferGetPositionsAsNormalsSetMarginSetIteratorTypeUseUnicodeStringsOffPositionsAsNormalsOffSetPlaceAllLabelsSetPositionsAsNormalsOutputTraversedBoundsOnPlaceAllLabelsOffSetUseUnicodeStringsSetStyleToOutlineOutputTraversedBoundsOffPositionsAsNormalsOnSetUseDepthBufferSetStyleToFilledSetShapeToRectUseDepthBufferOnUseDepthBufferOffSetShapeToNoneSetShapeToRoundedRectUseUnicodeStringsOnPlaceAllLabelsOnSetOutputTraversedBoundsSetShapeSetStyleSetMaximumLabelFractionSetBackgroundOpacitySetBackgroundColorLabelShapeLabelStyleSetRenderStrategyvtkLabelRenderStrategyFILLEDOUTLINENUMBER_OF_LABEL_STYLESNONEROUNDED_RECTNUMBER_OF_LABEL_SHAPESGetMaximumLabelFractionMinValueGetMaximumLabelFractionMaxValueGetGeneratePerturbedLabelSpokesGeneratePerturbedLabelSpokesOffSetGeneratePerturbedLabelSpokesGeneratePerturbedLabelSpokesOnvtkLabelPlacementMapper - Places and renders non-overlapping labels. 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. vtkRenderingLabelPython.vtkLabelPlacementMapperV.SafeDownCast(vtkObjectBase) -> vtkLabelPlacementMapper C++: static vtkLabelPlacementMapper *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkLabelPlacementMapper C++: vtkLabelPlacementMapper *NewInstance() V.RenderOverlay(vtkViewport, vtkActor2D) C++: void RenderOverlay(vtkViewport *viewport, vtkActor2D *actor) override; Draw non-overlapping labels to the screen. V.SetRenderStrategy(vtkLabelRenderStrategy) C++: virtual void SetRenderStrategy(vtkLabelRenderStrategy *s) Set the label rendering strategy. V.GetRenderStrategy() -> vtkLabelRenderStrategy C++: virtual vtkLabelRenderStrategy *GetRenderStrategy() Set the label rendering strategy. V.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. V.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. V.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. V.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. V.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 V.GetIteratorType() -> int C++: virtual int GetIteratorType() The type of iterator used when traversing the labels. May be vtkLabelHierarchy::FRUSTUM or vtkLabelHierarchy::FULL_SORT V.SetUseUnicodeStrings(bool) C++: virtual void SetUseUnicodeStrings(bool _arg) Set whether, or not, to use unicode strings. V.GetUseUnicodeStrings() -> bool C++: virtual bool GetUseUnicodeStrings() Set whether, or not, to use unicode strings. V.UseUnicodeStringsOn() C++: virtual void UseUnicodeStringsOn() Set whether, or not, to use unicode strings. V.UseUnicodeStringsOff() C++: virtual void UseUnicodeStringsOff() Set whether, or not, to use unicode strings. V.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. V.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. V.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. V.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. V.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. V.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. V.GeneratePerturbedLabelSpokesOn() C++: virtual void GeneratePerturbedLabelSpokesOn() Enable drawing spokes (lines) to anchor point coordinates that were perturbed for being coincident with other anchor point coordinates. V.GeneratePerturbedLabelSpokesOff() C++: virtual void GeneratePerturbedLabelSpokesOff() Enable drawing spokes (lines) to anchor point coordinates that were perturbed for being coincident with other anchor point coordinates. V.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. V.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. V.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. V.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. V.SetPlaceAllLabels(bool) C++: virtual void SetPlaceAllLabels(bool _arg) Tells the placer to place every label regardless of overlap. Off by default. V.GetPlaceAllLabels() -> bool C++: virtual bool GetPlaceAllLabels() Tells the placer to place every label regardless of overlap. Off by default. V.PlaceAllLabelsOn() C++: virtual void PlaceAllLabelsOn() Tells the placer to place every label regardless of overlap. Off by default. V.PlaceAllLabelsOff() C++: virtual void PlaceAllLabelsOff() Tells the placer to place every label regardless of overlap. Off by default. V.SetOutputTraversedBounds(bool) C++: virtual void SetOutputTraversedBounds(bool _arg) Whether to render traversed bounds. Off by default. V.GetOutputTraversedBounds() -> bool C++: virtual bool GetOutputTraversedBounds() Whether to render traversed bounds. Off by default. V.OutputTraversedBoundsOn() C++: virtual void OutputTraversedBoundsOn() Whether to render traversed bounds. Off by default. V.OutputTraversedBoundsOff() C++: virtual void OutputTraversedBoundsOff() Whether to render traversed bounds. Off by default. V.SetShape(int) C++: virtual void SetShape(int _arg) The shape of the label background, should be one of the values in the LabelShape enumeration. V.GetShapeMinValue() -> int C++: virtual int GetShapeMinValue() The shape of the label background, should be one of the values in the LabelShape enumeration. V.GetShapeMaxValue() -> int C++: virtual int GetShapeMaxValue() The shape of the label background, should be one of the values in the LabelShape enumeration. V.GetShape() -> int C++: virtual int GetShape() The shape of the label background, should be one of the values in the LabelShape enumeration. V.SetShapeToNone() C++: virtual void SetShapeToNone() The shape of the label background, should be one of the values in the LabelShape enumeration. V.SetShapeToRect() C++: virtual void SetShapeToRect() The shape of the label background, should be one of the values in the LabelShape enumeration. V.SetShapeToRoundedRect() C++: virtual void SetShapeToRoundedRect() The shape of the label background, should be one of the values in the LabelShape enumeration. V.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. V.GetStyleMinValue() -> int C++: virtual int GetStyleMinValue() The style of the label background shape, should be one of the values in the LabelStyle enumeration. V.GetStyleMaxValue() -> int C++: virtual int GetStyleMaxValue() The style of the label background shape, should be one of the values in the LabelStyle enumeration. V.GetStyle() -> int C++: virtual int GetStyle() The style of the label background shape, should be one of the values in the LabelStyle enumeration. V.SetStyleToFilled() C++: virtual void SetStyleToFilled() The style of the label background shape, should be one of the values in the LabelStyle enumeration. V.SetStyleToOutline() C++: virtual void SetStyleToOutline() The style of the label background shape, should be one of the values in the LabelStyle enumeration. V.SetMargin(float) C++: virtual void SetMargin(double _arg) The size of the margin on the label background shape. Default is 5. V.GetMargin() -> float C++: virtual double GetMargin() The size of the margin on the label background shape. Default is 5. V.SetBackgroundColor(float, float, float) C++: void SetBackgroundColor(double, double, double) V.SetBackgroundColor((float, float, float)) C++: void SetBackgroundColor(double a[3]) V.GetBackgroundColor() -> (float, float, float) C++: double *GetBackgroundColor() V.SetBackgroundOpacity(float) C++: virtual void SetBackgroundOpacity(double _arg) The opacity of the background shape. V.GetBackgroundOpacityMinValue() -> float C++: virtual double GetBackgroundOpacityMinValue() The opacity of the background shape. V.GetBackgroundOpacityMaxValue() -> float C++: virtual double GetBackgroundOpacityMaxValue() The opacity of the background shape. V.GetBackgroundOpacity() -> float C++: virtual double GetBackgroundOpacity() The opacity of the background shape. V.GetAnchorTransform() -> vtkCoordinate C++: virtual vtkCoordinate *GetAnchorTransform() Get the transform for the anchor points. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; Release any graphics resources that are being consumed by this mapper. The parameter window could be used to determine which graphic resources to release. vtkRenderingLabelPython.vtkLabelPlacementMapper.LabelStylevtkRenderingLabelPython.vtkLabelPlacementMapper.LabelShape?vtkLabelPlacerGetRendererGetGravityGetOutputCoordinateSystemOutputCoordinateSystemWorldOutputCoordinateSystemDisplaySetOutputCoordinateSystemLabelGravityOutputCoordinatesSetGravitySetRendererVerticalBottomBitVerticalBaselineBitVerticalCenterBitVerticalTopBitHorizontalLeftBitHorizontalCenterBitHorizontalRightBitVerticalBitMaskHorizontalBitMaskLowerLeftLowerCenterLowerRightBaselineLeftBaselineCenterBaselineRightCenterLeftCenterCenterCenterRightUpperLeftUpperCenterUpperRightvtkPolyDataAlgorithmGetOutputCoordinateSystemMinValueGetOutputCoordinateSystemMaxValuevtkLabelPlacer - place a prioritized hierarchy of labels in screen space Superclass: vtkPolyDataAlgorithm This class is deprecated and will be removed from VTK in a future release. Use vtkLabelPlacementMapper instead. This should probably be a mapper unto itself (given that the polydata output could be large and will realistically always be iterated over exactly once before being tossed for the next frame of the render). In any event, it takes as input one (or more, eventually) vtkLabelHierarchies that represent prioritized lists of labels sorted by their placement in space. As output, it provides vtkPolyData containing only VTK_QUAD cells, each representing a single label from the input. Each quadrilateral has cell data indicating what label in the input it corresponds to (via an array named "LabelId"). vtkRenderingLabelPython.vtkLabelPlacerV.SafeDownCast(vtkObjectBase) -> vtkLabelPlacer C++: static vtkLabelPlacer *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkLabelPlacer C++: vtkLabelPlacer *NewInstance() V.GetRenderer() -> vtkRenderer C++: virtual vtkRenderer *GetRenderer() V.SetRenderer(vtkRenderer) C++: virtual void SetRenderer(vtkRenderer *) V.GetAnchorTransform() -> vtkCoordinate C++: virtual vtkCoordinate *GetAnchorTransform() V.SetGravity(int) C++: virtual void SetGravity(int gravity) The placement of the label relative to the anchor point. V.GetGravity() -> int C++: virtual int GetGravity() The placement of the label relative to the anchor point. V.SetMaximumLabelFraction(float) C++: virtual void SetMaximumLabelFraction(double _arg) The maximum amount of screen space labels can take up before placement terminates. V.GetMaximumLabelFractionMinValue() -> float C++: virtual double GetMaximumLabelFractionMinValue() The maximum amount of screen space labels can take up before placement terminates. V.GetMaximumLabelFractionMaxValue() -> float C++: virtual double GetMaximumLabelFractionMaxValue() The maximum amount of screen space labels can take up before placement terminates. V.GetMaximumLabelFraction() -> float C++: virtual double GetMaximumLabelFraction() The maximum amount of screen space labels can take up before placement terminates. V.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. V.GetIteratorType() -> int C++: virtual int GetIteratorType() The type of iterator used when traversing the labels. May be vtkLabelHierarchy::FRUSTUM or vtkLabelHierarchy::FULL_SORT. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Return this object's modified time. V.GetOutputTraversedBounds() -> bool C++: virtual bool GetOutputTraversedBounds() In the second output, output the geometry of the traversed octree nodes. V.SetOutputTraversedBounds(bool) C++: virtual void SetOutputTraversedBounds(bool _arg) In the second output, output the geometry of the traversed octree nodes. V.OutputTraversedBoundsOn() C++: virtual void OutputTraversedBoundsOn() In the second output, output the geometry of the traversed octree nodes. V.OutputTraversedBoundsOff() C++: virtual void OutputTraversedBoundsOff() In the second output, output the geometry of the traversed octree nodes. V.GetOutputCoordinateSystem() -> int C++: virtual int GetOutputCoordinateSystem() Set/get the coordinate system used for output labels. The output datasets may have point coordinates reported in the world space or display space. V.SetOutputCoordinateSystem(int) C++: virtual void SetOutputCoordinateSystem(int _arg) Set/get the coordinate system used for output labels. The output datasets may have point coordinates reported in the world space or display space. V.GetOutputCoordinateSystemMinValue() -> int C++: virtual int GetOutputCoordinateSystemMinValue() Set/get the coordinate system used for output labels. The output datasets may have point coordinates reported in the world space or display space. V.GetOutputCoordinateSystemMaxValue() -> int C++: virtual int GetOutputCoordinateSystemMaxValue() Set/get the coordinate system used for output labels. The output datasets may have point coordinates reported in the world space or display space. V.OutputCoordinateSystemWorld() C++: void OutputCoordinateSystemWorld() Set/get the coordinate system used for output labels. The output datasets may have point coordinates reported in the world space or display space. V.OutputCoordinateSystemDisplay() C++: void OutputCoordinateSystemDisplay() Set/get the coordinate system used for output labels. The output datasets may have point coordinates reported in the world space or display space. vtkRenderingLabelPython.vtkLabelPlacer.OutputCoordinatesvtkRenderingLabelPython.vtkLabelPlacer.LabelGravityRenderLabelComputeLabelBoundsEndFrameStartFrameSupportsRotationSupportsBoundedSizeGetDefaultTextPropertySetDefaultTextProperty@PVs *i *vtkTextProperty@PVsi *i *vtkTextProperty@PVu *i *vtkTextProperty@PVui *i *vtkTextProperty@VsP *vtkTextProperty *d@VuP *vtkTextProperty *dbasic_string::_M_construct null not validvtkLabelRenderStrategy - Superclass for label rendering implementations. Superclass: vtkObject These methods should only be called within a mapper. vtkRenderingLabelPython.vtkLabelRenderStrategyV.SafeDownCast(vtkObjectBase) -> vtkLabelRenderStrategy C++: static vtkLabelRenderStrategy *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkLabelRenderStrategy C++: vtkLabelRenderStrategy *NewInstance() V.SupportsRotation() -> bool C++: virtual bool SupportsRotation() Whether the text rendering strategy supports rotation. The superclass returns true. Subclasses should override this to return the appropriate value. V.SupportsBoundedSize() -> bool C++: virtual bool SupportsBoundedSize() Whether the text rendering strategy supports bounded size. The superclass returns true. Subclasses should override this to return the appropriate value. Subclasses that return true from this method should implement the version of RenderLabel() that takes a maximum size (see RenderLabel()). V.SetRenderer(vtkRenderer) C++: virtual void SetRenderer(vtkRenderer *ren) Set the renderer associated with this strategy. V.GetRenderer() -> vtkRenderer C++: virtual vtkRenderer *GetRenderer() Set the renderer associated with this strategy. V.SetDefaultTextProperty(vtkTextProperty) C++: virtual void SetDefaultTextProperty(vtkTextProperty *tprop) Set the default text property for the strategy. V.GetDefaultTextProperty() -> vtkTextProperty C++: virtual vtkTextProperty *GetDefaultTextProperty() Set the default text property for the strategy. V.ComputeLabelBounds(vtkTextProperty, string, [float, float, float, float]) C++: virtual void ComputeLabelBounds(vtkTextProperty *tprop, vtkStdString label, double bds[4]) V.ComputeLabelBounds(vtkTextProperty, unicode, [float, float, float, float]) C++: virtual void ComputeLabelBounds(vtkTextProperty *tprop, vtkUnicodeString label, double bds[4]) Compute the bounds of a label. Must be performed after the renderer is set. Only the unicode string version must be implemented in subclasses. V.RenderLabel([int, int], vtkTextProperty, string) C++: virtual void RenderLabel(int x[2], vtkTextProperty *tprop, vtkStdString label) V.RenderLabel([int, int], vtkTextProperty, string, int) C++: virtual void RenderLabel(int x[2], vtkTextProperty *tprop, vtkStdString label, int maxWidth) V.RenderLabel([int, int], vtkTextProperty, unicode) C++: virtual void RenderLabel(int x[2], vtkTextProperty *tprop, vtkUnicodeString label) V.RenderLabel([int, int], vtkTextProperty, unicode, int) C++: virtual void RenderLabel(int x[2], vtkTextProperty *tprop, vtkUnicodeString label, int maxWidth) Render a label at a location in display coordinates. Must be performed between StartFrame() and EndFrame() calls. Only the unicode string version must be implemented in subclasses. The optional final parameter maxWidth specifies a maximum width for the label. Longer labels can be shorted with an ellipsis (...). Only renderer strategies that return true from SupportsBoundedSize must implement this version of th method. V.StartFrame() C++: virtual void StartFrame() Start a rendering frame. Renderer must be set. V.EndFrame() C++: virtual void EndFrame() End a rendering frame. V.ReleaseGraphicsResources(vtkWindow) C++: virtual void ReleaseGraphicsResources(vtkWindow *) Release any graphics resources that are being consumed by this strategy. The parameter window could be used to determine which graphic resources to release. vtkLabelSizeCalculatorGetDPIGetLabelSizeArrayNameSetDPISetLabelSizeArrayNameGetFontPropertySetFontPropertyvtkPassInputTypeAlgorithmvtkLabelSizeCalculator - This filter takes an input dataset, an array to process (which must be a string array), and a text property. Superclass: vtkPassInputTypeAlgorithm It creates a new output array (named "LabelSize" by default) with 4 components per tuple that contain the width, height, horizontal offset, and descender height (in that order) of each string in the array. Use the inherited SelectInputArrayToProcess to indicate a string array. In no input array is specified, the first of the following that is a string array is used: point scalars, cell scalars, field scalars. The second input array to process is an array specifying the type of each label. Different label types may have different font properties. This array must be a vtkIntArray. Any type that does not map to a font property that was set will be set to the type 0's type property. vtkRenderingLabelPython.vtkLabelSizeCalculatorV.SafeDownCast(vtkObjectBase) -> vtkLabelSizeCalculator C++: static vtkLabelSizeCalculator *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkLabelSizeCalculator C++: vtkLabelSizeCalculator *NewInstance() V.SetFontProperty(vtkTextProperty, int) C++: virtual void SetFontProperty(vtkTextProperty *fontProp, int type=0) Get/Set the font used compute label sizes. This defaults to "Arial" at 12 points. If type is provided, it refers to the type of the text label provided in the optional label type array. The default type is type 0. V.GetFontProperty(int) -> vtkTextProperty C++: virtual vtkTextProperty *GetFontProperty(int type=0) Get/Set the font used compute label sizes. This defaults to "Arial" at 12 points. If type is provided, it refers to the type of the text label provided in the optional label type array. The default type is type 0. V.SetLabelSizeArrayName(string) C++: virtual void SetLabelSizeArrayName(const char *_arg) The name of the output array containing text label sizes This defaults to "LabelSize" V.GetLabelSizeArrayName() -> string C++: virtual char *GetLabelSizeArrayName() The name of the output array containing text label sizes This defaults to "LabelSize" V.SetDPI(int) C++: virtual void SetDPI(int _arg) Get/Set the DPI at which the labels are to be rendered. Defaults to 72. @sa vtkWindow::GetDPI() V.GetDPI() -> int C++: virtual int GetDPI() Get/Set the DPI at which the labels are to be rendered. Defaults to 72. @sa vtkWindow::GetDPI() vtkFreeTypeLabelRenderStrategy - Renders labels with freetype Superclass: vtkLabelRenderStrategy Uses the FreeType to render labels and compute label sizes. This strategy may be used with vtkLabelPlacementMapper. vtkRenderingLabelPython.vtkFreeTypeLabelRenderStrategyV.SafeDownCast(vtkObjectBase) -> vtkFreeTypeLabelRenderStrategy C++: static vtkFreeTypeLabelRenderStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkFreeTypeLabelRenderStrategy C++: vtkFreeTypeLabelRenderStrategy *NewInstance() V.SupportsRotation() -> bool C++: bool SupportsRotation() override; The free type render strategy currently does not support rotation. V.SupportsBoundedSize() -> bool C++: bool SupportsBoundedSize() override; The free type render strategy currently does not support bounded size labels. V.ComputeLabelBounds(vtkTextProperty, string, [float, float, float, float]) C++: void ComputeLabelBounds(vtkTextProperty *tprop, vtkStdString label, double bds[4]) override; V.ComputeLabelBounds(vtkTextProperty, unicode, [float, float, float, float]) C++: void ComputeLabelBounds(vtkTextProperty *tprop, vtkUnicodeString label, double bds[4]) override; Compute the bounds of a label. Must be performed after the renderer is set. V.RenderLabel([int, int], vtkTextProperty, string) C++: void RenderLabel(int x[2], vtkTextProperty *tprop, vtkStdString label) override; V.RenderLabel([int, int], vtkTextProperty, string, int) C++: void RenderLabel(int x[2], vtkTextProperty *tprop, vtkStdString label, int width) override; V.RenderLabel([int, int], vtkTextProperty, unicode) C++: void RenderLabel(int x[2], vtkTextProperty *tprop, vtkUnicodeString label) override; V.RenderLabel([int, int], vtkTextProperty, unicode, int) C++: void RenderLabel(int x[2], vtkTextProperty *tprop, vtkUnicodeString label, int width) override; Render a label at a location in world coordinates. Must be performed between StartFrame() and EndFrame() calls. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *window) override; Release any graphics resources that are being consumed by this strategy. The parameter window could be used to determine which graphic resources to release. vtkDynamic2DLabelMapperGetLabelHeightPaddingGetLabelWidthPaddingGetReversePrioritySetPriorityArrayNameSetLabelWidthPaddingSetLabelHeightPaddingReversePriorityOffSetReversePriorityReversePriorityOnvtkDynamic2DLabelMapper - draw text labels at 2D dataset points Superclass: vtkLabeledDataMapper vtkDynamic2DLabelMapper is a mapper that renders text at dataset points such that the labels do not overlap. Various items can be labeled including point ids, scalars, vectors, normals, texture coordinates, tensors, and field data components. This mapper assumes that the points are located on the x-y plane and that the camera remains perpendicular to that plane with a y-up axis (this can be constrained using vtkImageInteractor). On the first render, the mapper computes the visiblility of all labels at all scales, and queries this information on successive renders. This causes the first render to be much slower. The visibility algorithm is a greedy approach based on the point id, so the label for a point will be drawn unless the label for a point with lower id overlaps it. @warning Use this filter in combination with vtkSelectVisiblePoints if you want to label only points that are visible. If you want to label cells rather than points, use the filter vtkCellCenters to generate points at the center of the cells. Also, you can use the class vtkIdFilter to generate ids as scalars or field data, which can then be labeled. @sa vtkLabeledDataMapper @par Thanks: This algorithm was developed in the paper Ken Been and Chee Yap. Dynamic Map Labeling. IEEE Transactions on Visualization and Computer Graphics, Vol. 12, No. 5, 2006. pp. 773-780. vtkRenderingLabelPython.vtkDynamic2DLabelMapperV.IsTypeOf(string) -> int C++: static vtkTypeBool IsTypeOf(const char *type) Instantiate object with %%-#6.3g label format. By default, point ids are labeled. V.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Instantiate object with %%-#6.3g label format. By default, point ids are labeled. V.SafeDownCast(vtkObjectBase) -> vtkDynamic2DLabelMapper C++: static vtkDynamic2DLabelMapper *SafeDownCast( vtkObjectBase *o) Instantiate object with %%-#6.3g label format. By default, point ids are labeled. V.NewInstance() -> vtkDynamic2DLabelMapper C++: vtkDynamic2DLabelMapper *NewInstance() Instantiate object with %%-#6.3g label format. By default, point ids are labeled. V.SetPriorityArrayName(string) C++: void SetPriorityArrayName(const char *name) Set the points array name to use to give priority to labels. Defaults to "priority". V.SetReversePriority(bool) C++: virtual void SetReversePriority(bool _arg) Whether to reverse the priority order (i.e. low values have high priority). Default is off. V.GetReversePriority() -> bool C++: virtual bool GetReversePriority() Whether to reverse the priority order (i.e. low values have high priority). Default is off. V.ReversePriorityOn() C++: virtual void ReversePriorityOn() Whether to reverse the priority order (i.e. low values have high priority). Default is off. V.ReversePriorityOff() C++: virtual void ReversePriorityOff() Whether to reverse the priority order (i.e. low values have high priority). Default is off. V.SetLabelHeightPadding(float) C++: virtual void SetLabelHeightPadding(float _arg) Set the label height padding as a percentage. The percentage is a percentage of your label height. Default is 50%. V.GetLabelHeightPadding() -> float C++: virtual float GetLabelHeightPadding() Set the label height padding as a percentage. The percentage is a percentage of your label height. Default is 50%. V.SetLabelWidthPadding(float) C++: virtual void SetLabelWidthPadding(float _arg) Set the label width padding as a percentage. The percentage is a percentage of your label ^height^ (yes, not a typo). Default is 50%. V.GetLabelWidthPadding() -> float C++: virtual float GetLabelWidthPadding() Set the label width padding as a percentage. The percentage is a percentage of your label ^height^ (yes, not a typo). Default is 50%. V.RenderOpaqueGeometry(vtkViewport, vtkActor2D) C++: void RenderOpaqueGeometry(vtkViewport *viewport, vtkActor2D *actor) override; Draw non-overlapping labels to the screen. vtkPointSetToLabelHierarchyGetBoundedSizeArrayNameSetBoundedSizeArrayNameGetOrientationArrayNameSetOrientationArrayNameGetIconIndexArrayNameSetIconIndexArrayNameGetPriorityArrayNameGetSizeArrayNameSetSizeArrayNameGetLabelArrayNameSetLabelArrayNamevtkPointSetToLabelHierarchy - build a label hierarchy for a graph or point set. Superclass: vtkLabelHierarchyAlgorithm Every point in the input vtkPoints object is taken to be an anchor point for a label. Statistics on the input points are used to subdivide an octree referencing the points until the points each octree node contains have a variance close to the node size and a limited population (< 100). vtkRenderingLabelPython.vtkPointSetToLabelHierarchyV.SafeDownCast(vtkObjectBase) -> vtkPointSetToLabelHierarchy C++: static vtkPointSetToLabelHierarchy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkPointSetToLabelHierarchy C++: vtkPointSetToLabelHierarchy *NewInstance() V.SetTargetLabelCount(int) C++: virtual void SetTargetLabelCount(int _arg) Set/get the "ideal" number of labels to associate with each node in the output hierarchy. V.GetTargetLabelCount() -> int C++: virtual int GetTargetLabelCount() Set/get the "ideal" number of labels to associate with each node in the output hierarchy. V.SetMaximumDepth(int) C++: virtual void SetMaximumDepth(int _arg) Set/get the maximum tree depth in the output hierarchy. V.GetMaximumDepth() -> int C++: virtual int GetMaximumDepth() Set/get the maximum tree depth in the output hierarchy. V.SetUseUnicodeStrings(bool) C++: virtual void SetUseUnicodeStrings(bool _arg) Whether to use unicode strings. V.GetUseUnicodeStrings() -> bool C++: virtual bool GetUseUnicodeStrings() Whether to use unicode strings. V.UseUnicodeStringsOn() C++: virtual void UseUnicodeStringsOn() Whether to use unicode strings. V.UseUnicodeStringsOff() C++: virtual void UseUnicodeStringsOff() Whether to use unicode strings. V.SetLabelArrayName(string) C++: virtual void SetLabelArrayName(const char *name) Set/get the label array name. V.GetLabelArrayName() -> string C++: virtual const char *GetLabelArrayName() Set/get the label array name. V.SetSizeArrayName(string) C++: virtual void SetSizeArrayName(const char *name) Set/get the priority array name. V.GetSizeArrayName() -> string C++: virtual const char *GetSizeArrayName() Set/get the priority array name. V.SetPriorityArrayName(string) C++: virtual void SetPriorityArrayName(const char *name) Set/get the priority array name. V.GetPriorityArrayName() -> string C++: virtual const char *GetPriorityArrayName() Set/get the priority array name. V.SetIconIndexArrayName(string) C++: virtual void SetIconIndexArrayName(const char *name) Set/get the icon index array name. V.GetIconIndexArrayName() -> string C++: virtual const char *GetIconIndexArrayName() Set/get the icon index array name. V.SetOrientationArrayName(string) C++: virtual void SetOrientationArrayName(const char *name) Set/get the text orientation array name. V.GetOrientationArrayName() -> string C++: virtual const char *GetOrientationArrayName() Set/get the text orientation array name. V.SetBoundedSizeArrayName(string) C++: virtual void SetBoundedSizeArrayName(const char *name) Set/get the maximum text width (in world coordinates) array name. V.GetBoundedSizeArrayName() -> string C++: virtual const char *GetBoundedSizeArrayName() Set/get the maximum text width (in world coordinates) array name. V.SetTextProperty(vtkTextProperty) C++: virtual void SetTextProperty(vtkTextProperty *tprop) Set/get the text property assigned to the hierarchy. 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