# Label

#### new Cesium.Label()
Scene/Label.js 68

  A Label draws viewport-aligned text positioned in the 3D scene. This constructor should not be used directly, instead create labels by calling `LabelCollection#add`.

  ##### Throws:

  - DeveloperError : translucencyByDistance.far must be greater than translucencyByDistance.near
  - DeveloperError : pixelOffsetScaleByDistance.far must be greater than pixelOffsetScaleByDistance.near
  - DeveloperError : distanceDisplayCondition.far must be greater than distanceDisplayCondition.near

  ##### Demo:

  - Cesium Sandcastle Labels Demo

  ##### See:

  - LabelCollection
  - LabelCollection#add

### Members

#### backgroundColor : Color
Scene/Label.js 391

  Gets or sets the background color of this label.
  Default Value: `new Color(0.165, 0.165, 0.165, 0.8)`

#### backgroundPadding : Cartesian2
Scene/Label.js 421

  Gets or sets the background padding, in pixels, of this label. The `x` value controls horizontal padding, and the `y` value controls vertical padding.
  Default Value: `new Cartesian2(7, 5)`

#### distanceDisplayCondition : DistanceDisplayCondition
Scene/Label.js 803

  Gets or sets the condition specifying at what distance from the camera that this label will be displayed.
  Default Value: `undefined`

#### eyeOffset : Cartesian3
Scene/Label.js 639

  Gets and sets the 3D Cartesian offset applied to this label in eye coordinates. Eye coordinates is a left-handed coordinate system, where `x` points towards the viewer's right, `y` points up, and `z` points into the screen. Eye coordinates use the same scale as world and model coordinates, which is typically meters.
  An eye offset is commonly used to arrange multiple label or objects at the same position, e.g., to arrange a label above its corresponding 3D model.
  Below, the label is positioned at the center of the Earth but an eye offset makes it always appear on top of the Earth regardless of the viewer's or Earth's orientation.

  `l.eyeOffset = new Cartesian3(0.0, 8000000.0, 0.0);`
  Default Value: `Cartesian3.ZERO`

#### fillColor : Color
Scene/Label.js 291

  Gets or sets the fill color of this label.
  Default Value: `Color.WHITE`

  ##### See:

  - HTML canvas 2D context fill and stroke styles

#### font : String
Scene/Label.js 266

  Gets or sets the font used to draw this label. Fonts are specified using the same syntax as the CSS 'font' property.
  Default Value: `'30px sans-serif'`

  ##### See:

  - HTML canvas 2D context text styles

#### heightReference : HeightReference
Scene/Label.js 203

  Gets or sets the height reference of this billboard.
  Default Value: `HeightReference.NONE`

#### horizontalOrigin : HorizontalOrigin
Scene/Label.js 684

  Gets or sets the horizontal origin of this label, which determines if the label is drawn to the left, center, or right of its anchor position.
  Default Value: `HorizontalOrigin.LEFT`

  ##### Example:

      // Use a top, right origin
      l.horizontalOrigin = Cesium.HorizontalOrigin.RIGHT;
      l.verticalOrigin = Cesium.VerticalOrigin.TOP;

#### id : Object
Scene/Label.js 836

  Gets or sets the user-defined object returned when the label is picked.

#### outlineColor : Color
Scene/Label.js 317

  Gets or sets the outline color of this label.
  Default Value: `Color.BLACK`

  ##### See:

  - HTML canvas 2D context fill and stroke styles

#### outlineWidth : Number
Scene/Label.js 343

  Gets or sets the outline width of this label.
  Default Value: `1.0`

  ##### See:

  - HTML canvas 2D context fill and stroke styles

#### pixelOffset : Cartesian2
Scene/Label.js 481

  Gets or sets the pixel offset in screen space from the origin of this label. This is commonly used to align multiple labels and billboards at the same position, e.g., an image and text. The screen space origin is the top, left corner of the canvas; `x` increases from left to right, and `y` increases from top to bottom.

  `default` | `l.pixeloffset = new Cartesian2(25, 75);`

  The label's origin is indicated by the yellow point.
  Default Value: `Cartesian2.ZERO`

#### pixelOffsetScaleByDistance : NearFarScalar
Scene/Label.js 586

  Gets or sets near and far pixel offset scaling properties of a Label based on the Label's distance from the camera. A label's pixel offset will be scaled between the `NearFarScalar#nearValue` and `NearFarScalar#farValue` while the camera distance falls within the upper and lower bounds of the specified `NearFarScalar#near` and `NearFarScalar#far`. Outside of these ranges the label's pixel offset scaling remains clamped to the nearest bound. If undefined, pixelOffsetScaleByDistance will be disabled.

  ##### Examples:

      // Example 1.
      // Set a label's pixel offset scale to 0.0 when the
      // camera is 1500 meters from the label and scale pixel offset to 10.0 pixels
      // in the y direction the camera distance approaches 8.0e6 meters.
      text.pixelOffset = new Cesium.Cartesian2(0.0, 1.0);
      text.pixelOffsetScaleByDistance = new Cesium.NearFarScalar(1.5e2, 0.0, 8.0e6, 10.0);

      // Example 2.
      // disable pixel offset by distance
      text.pixelOffsetScaleByDistance = undefined;

#### position : Cartesian3
Scene/Label.js 163

  Gets or sets the Cartesian position of this label.

#### scale : Number
Scene/Label.js 766

  Gets or sets the uniform scale that is multiplied with the label's size in pixels. A scale of `1.0` does not change the size of the label; a scale greater than `1.0` enlarges the label; a positive scale less than `1.0` shrinks the label.
  Applying a large scale value may pixelate the label. To make text larger without pixelation, use a larger font size when calling `Label#font` instead.
  From left to right in the above image, the scales are `0.5`, `1.0`, and `2.0`.
  Default Value: `1.0`

#### show : Boolean
Scene/Label.js 129

  Determines if this label will be shown. Use this to hide or show a label, instead of removing it and re-adding it to the collection.
  Default Value: `true`

#### showBackground : Boolean
Scene/Label.js 367

  Determines if a background behind this label will be shown.
  Default Value: `false`

#### style : LabelStyle
Scene/Label.js 446

  Gets or sets the style of this label.
  Default Value: `LabelStyle.FILL`

#### text : String
Scene/Label.js 241

  Gets or sets the text of this label.

#### translucencyByDistance : NearFarScalar
Scene/Label.js 533

  Gets or sets near and far translucency properties of a Label based on the Label's distance from the camera. A label's translucency will interpolate between the `NearFarScalar#nearValue` and `NearFarScalar#farValue` while the camera distance falls within the upper and lower bounds of the specified `NearFarScalar#near` and `NearFarScalar#far`. Outside of these ranges the label's translucency remains clamped to the nearest bound. If undefined, translucencyByDistance will be disabled.

  ##### Examples:

      // Example 1.
      // Set a label's translucencyByDistance to 1.0 when the
      // camera is 1500 meters from the label and disappear as
      // the camera distance approaches 8.0e6 meters.
      text.translucencyByDistance = new Cesium.NearFarScalar(1.5e2, 1.0, 8.0e6, 0.0);

      // Example 2.
      // disable translucency by distance
      text.translucencyByDistance = undefined;

#### verticalOrigin : VerticalOrigin
Scene/Label.js 717

  Gets or sets the vertical origin of this label, which determines if the label is to the above, below, or at the center of its anchor position.
  Default Value: `VerticalOrigin.BASELINE`

  ##### Example:

      // Use a top, right origin
      l.horizontalOrigin = Cesium.HorizontalOrigin.RIGHT;
      l.verticalOrigin = Cesium.VerticalOrigin.TOP;

### Methods

#### computeScreenSpacePosition(scene, result) → Cartesian2
Scene/Label.js 944

  Computes the screen-space position of the label's origin, taking into account eye and pixel offsets. The screen space origin is the top, left corner of the canvas; `x` increases from left to right, and `y` increases from top to bottom.

  Name | Type | Description
  --- | --- | ---
  `scene` | Scene | The scene the label is in.
  `result` | Cartesian2 | optional The object onto which to store the result.

  ##### Returns:

  The screen-space position of the label.

  ##### Example:

      console.log(l.computeScreenSpacePosition(scene).toString());

  ##### See:

  - Label#eyeOffset
  - Label#pixelOffset

#### equals(other) → Boolean
Scene/Label.js 1047

  Determines if this label equals another label. Labels are equal if all their properties are equal. Labels in different collections can be equal.

  Name | Type | Description
  --- | --- | ---
  `other` | Label | The label to compare for equality.

  ##### Returns:

  `true` if the labels are equal; otherwise, `false`.

#### isDestroyed() → Boolean
Scene/Label.js 1081

  Returns true if this object was destroyed; otherwise, false.
  If this object was destroyed, it should not be used; calling any function other than `isDestroyed` will result in a `DeveloperError` exception.

  ##### Returns:

  True if this object was destroyed; otherwise, false.