diff --git a/RIFI/lib/Coordinates.js b/RIFI/lib/Coordinates.js
deleted file mode 100644
index f9f608714b788575878dfe2582873f2c91689d01..0000000000000000000000000000000000000000
--- a/RIFI/lib/Coordinates.js
+++ /dev/null
@@ -1,152 +0,0 @@
-"use strict"; // good practice - see https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Strict_mode
-/*global THREE, scene*/
-import * as THREE from 'three';
-
-
-export let Coordinates = {
-	drawGrid:function(params) {
-		params = params || {};
-		var size = params.size !== undefined ? params.size:100;
-		var scale = params.scale !== undefined ? params.scale:0.1;
-		var orientation = params.orientation !== undefined ? params.orientation:"x";
-		var grid = new THREE.Mesh(
-			new THREE.PlaneGeometry(size, size, size * scale, size * scale),
-			new THREE.MeshBasicMaterial({ color: 0x555555, wireframe: true }) 
-			);
-		// Yes, these are poorly labeled! It would be a mess to fix.
-		// What's really going on here:
-		// "x" means "rotate 90 degrees around x", etc.
-		// So "x" really means "show a grid with a normal of Y"
-		//    "y" means "show a grid with a normal of X"
-		//    "z" means (logically enough) "show a grid with a normal of Z"
-		if (orientation === "x") {
-			grid.rotation.x = - Math.PI / 2;
-		} else if (orientation === "y") {
-			grid.rotation.y = - Math.PI / 2;
-		} else if (orientation === "z") {
-			grid.rotation.z = - Math.PI / 2;
-		}
-
-		window.scene.add(grid);
-	},
-	drawGround:function(params) {
-		params = params || {};
-		var size = params.size !== undefined ? params.size:100;
-		var color = params.color !== undefined ? params.color:0xFFFFFF;
-		var ground = new THREE.Mesh(
-			new THREE.PlaneGeometry(size, size),
-			// When we use a ground plane we use directional lights, so illuminating
-			// just the corners is sufficient.
-			// Use MeshPhongMaterial if you want to capture per-pixel lighting:
-			// new THREE.MeshPhongMaterial({ color: color, specular: 0x000000,
-			new THREE.MeshLambertMaterial({ color: color,
-				// polygonOffset moves the plane back from the eye a bit, so that the lines on top of
-				// the grid do not have z-fighting with the grid:
-				// Factor == 1 moves it back relative to the slope (more on-edge means move back farther)
-				// Units == 4 is a fixed amount to move back, and 4 is usually a good value
-				polygonOffset: true, polygonOffsetFactor: 1.0, polygonOffsetUnits: 4.0
-			}));
-		ground.rotation.x = - Math.PI / 2;
-		window.scene.add(ground);
-	},
-	drawAxes:function(params) {
-		// x = red, y = green, z = blue  (RGB = xyz)
-		params = params || {};
-		var axisRadius = params.axisRadius !== undefined ? params.axisRadius:0.04;
-		var axisLength = params.axisLength !== undefined ? params.axisLength:11;
-		var axisTess = params.axisTess !== undefined ? params.axisTess:48;
-		var axisOrientation = params.axisOrientation !== undefined ? params.axisOrientation:"x";
-
-		var axisMaterial = new THREE.MeshLambertMaterial({ color: 0x000000, side: THREE.DoubleSide });
-		var axis = new THREE.Mesh(
-			new THREE.CylinderGeometry(axisRadius, axisRadius, axisLength, axisTess, 1, true), 
-			axisMaterial
-			);
-		if (axisOrientation === "x") {
-			axis.rotation.z = - Math.PI / 2;
-			axis.position.x = axisLength/2-1;
-		} else if (axisOrientation === "y") {
-				axis.position.y = axisLength/2-1;
-		}
-		
-		window.scene.add( axis );
-		
-		var arrow = new THREE.Mesh(
-			new THREE.CylinderGeometry(0, 4*axisRadius, 8*axisRadius, axisTess, 1, true), 
-			axisMaterial
-			);
-		if (axisOrientation === "x") {
-			arrow.rotation.z = - Math.PI / 2;
-			arrow.position.x = axisLength - 1 + axisRadius*4/2;
-		} else if (axisOrientation === "y") {
-			arrow.position.y = axisLength - 1 + axisRadius*4/2;
-		}
-
-		window.scene.add( arrow );
-
-	},
-	drawAllAxes:function(params) {
-		params = params || {};
-		var axisRadius = params.axisRadius !== undefined ? params.axisRadius:0.04;
-		var axisLength = params.axisLength !== undefined ? params.axisLength:11;
-		var axisTess = params.axisTess !== undefined ? params.axisTess:48;
-
-		var axisXMaterial = new THREE.MeshLambertMaterial({ color: 0xFF0000 });
-		var axisYMaterial = new THREE.MeshLambertMaterial({ color: 0x00FF00 });
-		var axisZMaterial = new THREE.MeshLambertMaterial({ color: 0x0000FF });
-		axisXMaterial.side = THREE.DoubleSide;
-		axisYMaterial.side = THREE.DoubleSide;
-		axisZMaterial.side = THREE.DoubleSide;
-		var axisX = new THREE.Mesh(
-			new THREE.CylinderGeometry(axisRadius, axisRadius, axisLength, axisTess, 1, true), 
-			axisXMaterial
-			);
-		var axisY = new THREE.Mesh(
-			new THREE.CylinderGeometry(axisRadius, axisRadius, axisLength, axisTess, 1, true), 
-			axisYMaterial
-			);
-		var axisZ = new THREE.Mesh(
-			new THREE.CylinderGeometry(axisRadius, axisRadius, axisLength, axisTess, 1, true), 
-			axisZMaterial
-			);
-		axisX.rotation.z = - Math.PI / 2;
-		axisX.position.x = axisLength/2-1;
-
-		axisY.position.y = axisLength/2-1;
-		
-		axisZ.rotation.y = - Math.PI / 2;
-		axisZ.rotation.z = - Math.PI / 2;
-		axisZ.position.z = axisLength/2-1;
-
-		window.scene.add( axisX );
-		window.scene.add( axisY );
-		window.scene.add( axisZ );
-
-		var arrowX = new THREE.Mesh(
-			new THREE.CylinderGeometry(0, 4*axisRadius, 4*axisRadius, axisTess, 1, true), 
-			axisXMaterial
-			);
-		var arrowY = new THREE.Mesh(
-			new THREE.CylinderGeometry(0, 4*axisRadius, 4*axisRadius, axisTess, 1, true), 
-			axisYMaterial
-			);
-		var arrowZ = new THREE.Mesh(
-			new THREE.CylinderGeometry(0, 4*axisRadius, 4*axisRadius, axisTess, 1, true), 
-			axisZMaterial
-			);
-		arrowX.rotation.z = - Math.PI / 2;
-		arrowX.position.x = axisLength - 1 + axisRadius*4/2;
-
-		arrowY.position.y = axisLength - 1 + axisRadius*4/2;
-
-		arrowZ.rotation.z = - Math.PI / 2;
-		arrowZ.rotation.y = - Math.PI / 2;
-		arrowZ.position.z = axisLength - 1 + axisRadius*4/2;
-
-		window.scene.add( arrowX );
-		window.scene.add( arrowY );
-		window.scene.add( arrowZ );
-
-	}
-
-};
\ No newline at end of file