


The ToolInterface is then, well, an interface you can implement when creating your own customized tool. It is instantiated by Viewer3D, and can be accessed via viewer.toolController. The ToolController class manages the tool stack and distributes events to the right tools. Thankfully, theres a workaround in Forge Viewer v7.59 (and above), that turns off the fresnel reflection effect, by setting the material reflectivity to zero, like this: materialObject.reflectivity 0 Ive created a simple extension that demonstrates this. The viewer uses something called a "tool stack" where multiple tools - for example, camera controls, hotkey manager, or the first person navigation - can be active (stacked) at the same time, handling input events based on their priorities, and manipulating the viewer's state and content. What could those be good for I hear you ask? Well, sit down and make yourself comfortable 'cause have I got a story for you! Tool stack

When browsing through the Forge Viewer API reference, you may have stumbled upon the ToolController and ToolInterface classes under the Viewing namespace.
