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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`