void Extrude(const Vec3* points, int numPoints, std::vector<Vec3>& vertices, std::vector<Vec3>& normals, std::vector<int>& triangles, float radius, int resolution, int smoothing)
{
	if (numPoints < 2)
		return;

	Vec3 u, v;
	Vec3 w = SafeNormalize(Vec3(points[1])-Vec3(points[0]), Vec3(0.0f, 1.0f, 0.0f));

	BasisFromVector(w, &u, &v);

	Matrix44 frame;
	frame.SetCol(0, Vec4(u.x, u.y, u.z, 0.0f));
	frame.SetCol(1, Vec4(v.x, v.y, v.z, 0.0f));
	frame.SetCol(2, Vec4(w.x, w.y, w.z, 0.0f));
	frame.SetCol(3, Vec4(0.0f, 0.0f, 0.0f, 1.0f));	

	for (int i=0; i < numPoints -1; ++i)
	{
		Vec3 next;

		if (i < numPoints -1)			
			next = Normalize(Vec3(points[i+1])-Vec3(points[i-1]));
		else
			next = Normalize(Vec3(points[i])-Vec3(points[i-1]));

		int a = Max(i-1, 0);
		int b = i;
		int c = Min(i+1, numPoints -1);
		int d = Min(i+2, numPoints -1);

		Vec3 p1 = Vec3(points[b]);
		Vec3 p2 = Vec3(points[c]);
		Vec3 m1 = 0.5f*(Vec3(points[c]) - Vec3(points[a]));
		Vec3 m2 = 0.5f*(Vec3(points[d]) - Vec3(points[b]));		

		// ensure last segment handled correctly
		int segments = (i < numPoints-2)?smoothing:smoothing+1;

		for (int s=0; s < segments; ++s)
		{
			Vec3 pos = HermiteInterpolate(p1, p2, m1, m2, s/float(smoothing));
			Vec3 dir = Normalize(HermiteTangent(p1, p2, m1, m2, s/float(smoothing)));

			Vec3 cur = frame.GetAxis(2);
			const float angle = acosf(Dot(cur, dir));

			// if parallel then don't need to do anything
			if (fabsf(angle) > 0.001f)
				frame = RotationMatrix(angle, SafeNormalize(Cross(cur, dir)))*frame;

			int startIndex = vertices.size();

			for (int c=0; c < resolution; ++c)
			{			
				float angle = k2Pi / resolution;

				// transform position and normal to world space
				Vec4 v = frame*Vec4(cosf(angle*c), sinf(angle*c), 0.0f, 0.0f);
			
				vertices.push_back(Vec3(v)*radius + pos);
				normals.push_back(Vec3(v));
			}

			// output triangles
			if (startIndex != 0)
			{
				for (int i=0; i < resolution; ++i)
				{
					int curIndex = startIndex + i;
					int nextIndex = startIndex + (i+1)%resolution; 

					triangles.push_back(curIndex);
					triangles.push_back(curIndex-resolution);
					triangles.push_back(nextIndex-resolution);
				
					triangles.push_back(nextIndex-resolution);
					triangles.push_back(nextIndex);
					triangles.push_back(curIndex);
				}	
			}
		}
	}
}