<!-- SOLUV · part 185 -->
				bevelEnabled = false; // bevels not supported for path extrusion

				// SETUP TNB variables

				const isClosed = extrudePath.isCatmullRomCurve3 ? extrudePath.closed : false;

				splineTube = extrudePath.computeFrenetFrames( steps, isClosed );

				// log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);

				binormal = new Vector3();
				normal = new Vector3();
				position2 = new Vector3();

			}

			// Safeguards if bevels are not enabled

			if ( ! bevelEnabled ) {

				bevelSegments = 0;
				bevelThickness = 0;
				bevelSize = 0;
				bevelOffset = 0;

			}

			// Variables initialization

			const shapePoints = shape.extractPoints( curveSegments );

			let vertices = shapePoints.shape;
			const holes = shapePoints.holes;

			const reverse = ! ShapeUtils.isClockWise( vertices );

			if ( reverse ) {

				vertices = vertices.reverse();

				// Maybe we should also check if holes are in the opposite direction, just to be safe ...

				for ( let h = 0, hl = holes.length; h < hl; h ++ ) {

					const ahole = holes[ h ];

					if ( ShapeUtils.isClockWise( ahole ) ) {

						holes[ h ] = ahole.reverse();

					}

				}

			}

			/**Merges index-adjacent points that are within a threshold distance of each other. Array is modified in-place. Threshold distance is empirical, and scaled based on the magnitude of point coordinates.
			 * @param {Array<Vector2>} points
			*/
			function mergeOverlappingPoints( points ) {

				const THRESHOLD = 1e-10;
				const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
				let prevPos = points[ 0 ];
				for ( let i = 1; i <= points.length; i ++ ) {

					const currentIndex = i % points.length;
					const currentPos = points[ currentIndex ];
					const dx = currentPos.x - prevPos.x;
					const dy = currentPos.y - prevPos.y;
					const distSq = dx * dx + dy * dy;

					const scalingFactorSqrt = Math.max(
						Math.abs( currentPos.x ),
						Math.abs( currentPos.y ),
						Math.abs( prevPos.x ),
						Math.abs( prevPos.y )
					);
					const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
					if ( distSq <= thresholdSqScaled ) {

						points.splice( currentIndex, 1 );
						i --;
						continue;

					}

					prevPos = currentPos;

				}

			}

			mergeOverlappingPoints( vertices );
			holes.forEach( mergeOverlappingPoints );

			const numHoles = holes.length;

			/* Vertices */

			const contour = vertices; // vertices has all points but contour has only points of circumference

			for ( let h = 0; h < numHoles; h ++ ) {

				const ahole = holes[ h ];

				vertices = vertices.concat( ahole );

			}


			function scalePt2( pt, vec, size ) {

				if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );

				return pt.clone().addScaledVector( vec, size );

			}

			const vlen = vertices.length;


			// Find directions for point movement


			function getBevelVec( inPt, inPrev, inNext ) {

				// computes for inPt the corresponding point inPt' on a new contour
				//   shifted by 1 unit (length of normalized vector) to the left
				// if we walk along contour clockwise, this new contour is outside the old one
				//
				// inPt' is the intersection of the two lines parallel to the two
				//  adjacent edges of inPt at a distance of 1 unit on the left side.

				let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt

				// good reading for geometry algorithms (here: line-line intersection)
				// http://geomalgorithms.com/a05-_intersect-1.html

				const v_prev_x = inPt.x - inPrev.x,
					v_prev_y = inPt.y - inPrev.y;
				const v_next_x = inNext.x - inPt.x,
					v_next_y = inNext.y - inPt.y;

				const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );

				// check for collinear edges
				const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );

				if ( Math.abs( collinear0 ) > Number.EPSILON ) {

					// not collinear

					// length of vectors for normalizing

					const v_prev_len = Math.sqrt( v_prev_lensq );
					const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );

					// shift adjacent points by unit vectors to the left

					const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
					const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );

					const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
					const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );

					// scaling factor for v_prev to intersection point

					const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
							( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
						( v_prev_x * v_next_y - v_prev_y * v_next_x );

					// vector from inPt to intersection point

					v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
					v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );

					// Don't normalize!, otherwise sharp corners become ugly
					//  but prevent crazy spikes
					const v_trans_lensq = ( v_trans