 			
 			for i in 0 ..< self.elementCount {
 				let type = self.element(at: i, associatedPoints: &points)
+				
 				switch type {
+					
 				case .moveToBezierPathElement:
 					path.move(to: points[0])
+					
 				case .lineToBezierPathElement:
 					path.addLine(to: points[0])
+					
 				case .curveToBezierPathElement:
 					path.addCurve(to: points[2], control1: points[0], control2: points[1])
+					
 				case .closePathBezierPathElement:
 					path.closeSubpath()
+					
 				}
 			}
 			


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

			let a = quadCurvePoint(t: t0, p0: p0, c1: c1, p1: p1)
			let b = quadCurvePoint(t: t1, p0: p0, c1: c1, p1: p1)
			
			approxDist += a.distance(to: b)
			
		}
		
