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              <div class="container">
  <svg width="539" height="397" viewBox="0 0 539 397" xmlns="http://www.w3.org/2000/svg">
    <path id="path" class="path" d="M159 70c-50.386 35.428-74.284 72.547-71.691 111.355 2.592 38.81 31.514 76.92 86.765 114.333L447.7 84.137l-9.812 263.996" />
    <g id="drag">
      <circle class="oval" cx="15" cy="15" r="15" />
      <polygon class="arrow" points="10,10 25,15 10,20" />
    </g>
  </svg>
</div>
            
          
!
            
              .container {
  visibility: hidden;
  opacity: 0;
}

.oval {
  fill: #F5A623;
}

.arrow {
  fill: #fff;
}

.path {
  fill: none;
  stroke: #979797;
}
            
          
!
            
              // Closest Point on Path
// https://bl.ocks.org/mbostock/8027637

var DEG = 180 / Math.PI;

var drag = document.querySelector("#drag");
var path = document.querySelector("#path");

var pathLength = path.getTotalLength() || 0;
var startPoint = path.getPointAtLength(0);
var startAngle = getRotation(startPoint, path.getPointAtLength(0.1));

TweenLite.set(drag, {
  transformOrigin: "center",
  rotation: startAngle + "_rad",
  xPercent: -50,
  yPercent: -50,
  x: startPoint.x,
  y: startPoint.y
});

var draggable = new Draggable(drag, {  
  liveSnap: {
    points: pointModifier
  }
});

TweenLite.set(".container", {
  autoAlpha: 1
});

function pointModifier(point) {
  
  var p = closestPoint(path, pathLength, point);
    
  TweenLite.set(drag, {
    rotation: p.rotation
  });
  
  return p.point;
}

function closestPoint(pathNode, pathLength, point) {
  
  var precision = 8,
      best,
      bestLength,
      bestDistance = Infinity;

  // linear scan for coarse approximation
  for (var scan, scanLength = 0, scanDistance; scanLength <= pathLength; scanLength += precision) {
    if ((scanDistance = distance2(scan = pathNode.getPointAtLength(scanLength))) < bestDistance) {
      best = scan, bestLength = scanLength, bestDistance = scanDistance;
    }
  }  
  
  // binary search for precise estimate
  precision /= 2;
  while (precision > 0.5) {
    var before,
        after,
        beforeLength,
        afterLength,
        beforeDistance,
        afterDistance;
    if ((beforeLength = bestLength - precision) >= 0 && (beforeDistance = distance2(before = pathNode.getPointAtLength(beforeLength))) < bestDistance) {
      best = before, bestLength = beforeLength, bestDistance = beforeDistance;
    } else if ((afterLength = bestLength + precision) <= pathLength && (afterDistance = distance2(after = pathNode.getPointAtLength(afterLength))) < bestDistance) {
      best = after, bestLength = afterLength, bestDistance = afterDistance;
    } else {
      precision /= 2;
    }
  }

  var len2 = bestLength + (bestLength === pathLength ? -0.1 : 0.1);
  var rotation = getRotation(best, pathNode.getPointAtLength(len2));
    
  return {
    point: best,
    rotation: rotation * DEG,
    // distance: Math.sqrt(bestDistance),
  };

  function distance2(p) {
    var dx = p.x - point.x,
        dy = p.y - point.y;
    return dx * dx + dy * dy;
  }
}

function getRotation(p1, p2) {
  var dx = p2.x - p1.x;
  var dy = p2.y - p1.y;
  return Math.atan2(dy, dx);
}

            
          
!
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