planck-js
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2D JavaScript/TypeScript physics engine for cross-platform HTML5 game development
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# Class: DistanceProxy
A distance proxy is used by the GJK algorithm. It encapsulates any shape.
## Constructors
### new DistanceProxy()
> **new DistanceProxy**(): [`DistanceProxy`](/api/classes/DistanceProxy)
#### Returns
[`DistanceProxy`](/api/classes/DistanceProxy)
## Methods
### getSupport()
> **getSupport**(`d`): `number`
Get the supporting vertex index in the given direction.
#### Parameters
• **d**: [`Vec2Value`](/api/interfaces/Vec2Value)
#### Returns
`number`
***
### getSupportVertex()
> **getSupportVertex**(`d`): [`Vec2Value`](/api/interfaces/Vec2Value)
Get the supporting vertex in the given direction.
#### Parameters
• **d**: [`Vec2Value`](/api/interfaces/Vec2Value)
#### Returns
[`Vec2Value`](/api/interfaces/Vec2Value)
***
### getVertex()
> **getVertex**(`index`): [`Vec2Value`](/api/interfaces/Vec2Value)
Get a vertex by index. Used by Distance.
#### Parameters
• **index**: `number`
#### Returns
[`Vec2Value`](/api/interfaces/Vec2Value)
***
### getVertexCount()
> **getVertexCount**(): `number`
Get the vertex count.
#### Returns
`number`
***
### recycle()
> **recycle**(): `void`
#### Returns
`void`
***
### set()
> **set**(`shape`, `index`): `void`
Initialize the proxy using the given shape. The shape must remain in scope
while the proxy is in use.
#### Parameters
• **shape**: [`Shape`](/api/classes/Shape)
• **index**: `number`
#### Returns
`void`
***
### setVertices()
> **setVertices**(`vertices`, `count`, `radius`): `void`
Initialize the proxy using a vertex cloud and radius. The vertices
must remain in scope while the proxy is in use.
#### Parameters
• **vertices**: [`Vec2Value`](/api/interfaces/Vec2Value)[]
• **count**: `number`
• **radius**: `number`
#### Returns
`void`