 
 	/// Length of path in pt
 	public var length: CGFloat {
+		
 		return cgPath.length
 	}
 	

	/// - 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 point(at: percent, with: elements)
	}
	

				
				break
				
			case let .addLine(to: p1):
				
				guard let p0 = currentPoint else {
					assert(false, "Expected current point")
					break
				}
				
				length += linearLength(p0: p0, p1: p1)
				
				currentPoint = p1
				
				break
				
