 	/// - Parameter percent: Percentage of path, between 0.0 and 1.0 (inclusive)
 	/// - Returns: Point on the path
 	public func point(at percent: CGFloat) -> CGPoint? {
+		
 		return cgPath.point(at: percent)
 	}
 	

			let a = quadCurvePoint(t: t0, p0: p0, c1: c1, p1: p1)
			let b = quadCurvePoint(t: t1, p0: p0, c1: c1, p1: p1)
			
			approxDist += distanceBetween(point: a, and: b)
			
		}
		

					break
				}
				
				let l = linearLength(p0: p0, p1: p1)
				
				if lengthTraversed + l >= percentLength {
					
