public bool Init(IEnumerable <double> globalCoords, ref CoordinateSystem CoordinateTranslation, double tolerance, int ptIndexOffset = 0)
        {
            var essential = globalCoords.Essential();

            var origPts = new List <Point3D>();

            for (var i = 0; i < essential.Length; i += 3)
            {
                origPts.Add(new Point3D(essential[i], essential[i + 1], essential[i + 2]));
            }

            if (CoordinateTranslation == null)
            {
                //Create plane
                var plane  = Plane.FromPoints(origPts[0], origPts[1], origPts[2]);
                var normal = plane.Normal;
                var origin = origPts[0];
                var xDir   = origPts[0].VectorTo(origPts[1]).Normalize();
                var yDir   = normal.CrossProduct(xDir);

                //The CoordinateSystem class in MathNet.Spatial and its methods aren't not very intuitive as discussed in https://github.com/mathnet/mathnet-spatial/issues/53
                //Since I don't understand the offsets that seem to be applied by TransformFrom and TransformTo, I focussed on the Transform method,
                //which transforms a local point to a global point.
                //In order to transform a point from global into local, the coordinate system needs to be reversed so that the resulting coordinateSystem.Transform does the
                //transformation from global to local.
                CoordinateTranslation = new CoordinateSystem(new CoordinateSystem(origin, xDir, yDir, normal).Inverse());
            }
            else
            {
                this.CoordinateTranslation = CoordinateTranslation;
            }

            //project points onto the plane - if the points are co-planar and translation is done correctly, all Z values should be zero
            var nonCoPlanarPts = 0;
            var n = origPts.Count();

            for (var i = 0; i < n; i++)
            {
                var projectedPt = CoordinateTranslation.Transform(origPts[i]);
                if (Math.Abs(projectedPt.Z) > tolerance)
                {
                    nonCoPlanarPts++;
                }
                var localPt = new Point2D(projectedPt.X, projectedPt.Y);
                Vertices.Add(new Vertex(ptIndexOffset + i, localPt, origPts[i]));
            }

            WindingDirection = 0;
            IndexedLines     = new Dictionary <IndexPair, Line2D>();
            if (nonCoPlanarPts > 0)
            {
                return(false);
            }

            for (var i = 0; i < n; i++)
            {
                var indexPair = new IndexPair(ptIndexOffset + i, ptIndexOffset + (i == n - 1 ? 0 : i + 1));
                IndexedLines.Add(indexPair, new Line2D(MeshPointByIndex(indexPair.Indices[0]).Local, MeshPointByIndex(indexPair.Indices[1]).Local));
            }

            WindingDirection = Vertices.Select(mp => mp.Local).GetWindingDirection();

            return(true);
        }