# Vector3.Reflect Method (Vector3, Vector3)

XNA Game Studio 3.1
Returns the reflection of a vector off a surface that has the specified normal.

Namespace: Microsoft.Xna.Framework
Assembly: Microsoft.Xna.Framework (in microsoft.xna.framework.dll)

## Syntax

```public static Vector3 Reflect (
Vector3 vector,
Vector3 normal
)
```

#### Parameters

vector
Source vector.
normal
Normal of the surface.

#### Return Value

The reflected vector.

## Remarks

Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it.

## Example

Determining the position of a moving particle taking into account a surface being struck.
```static Nullable<float> RayPlaneIntersection(
ref Ray ray, ref Plane plane)
{
Vector3 PointOnPlane = plane.D * plane.Normal;
float DotNormalDir = Vector3.Dot(plane.Normal, ray.Direction);
if (DotNormalDir == 0) return null;
float d = Vector3.Dot(plane.Normal, PointOnPlane - ray.Position) /
DotNormalDir;
return d;
}

// Set the position of the particle.
Vector3 position = new Vector3(-19, 0, -3);
// Set the direction in which the particle is moving.
Vector3 direction = new Vector3(1, 0, 0);
// Set the speed at which the particle is moving.
float speed = 4.0f;

//Define a plane with a slope of -1 with respect to the xz-axis
//and passing through (-5, 0, -5).
Plane surface = new Plane(new Vector3(-1f / (float)Math.Sqrt(2), 0,
-1f / (float)Math.Sqrt(2)), 5f * (float)Math.Sqrt(2));

void MoveParticle()
{
Ray ray = new Ray(position, direction);

bool intersected = true;

Nullable<float> collisionDistance =
RayPlaneIntersection(ref ray, ref surface);

// The direction of movement is parallel to the plane.
if (collisionDistance.HasValue == false)
{
intersected = false;
}
// The intersection is opposite the direction of movement.
else if ((collisionDistance.Value <= 0 && speed > 0) ||
(collisionDistance.Value > 0 && speed <= 0))
{
intersected = false;
}
// The intersection is further away than the distance moved.
else if (Math.Abs(collisionDistance.Value) > Math.Abs(speed))
{
intersected = false;
}

// The particle hit the surface, so reflect it off the surface.
if (intersected == true)
{
// If the vector position + direction * speed passes through
// the plane, calculate the reflection.
Vector3 reflectionVector =
Vector3.Reflect(direction, surface.Normal);

// Calculate the distance left to move after hitting the surface
float lengthOfReflection = (speed - collisionDistance.Value);
Vector3 newPosition = position + direction *
collisionDistance.Value + lengthOfReflection *
reflectionVector;
position = newPosition;
direction = reflectionVector;
}
else // There is no intersection, so just move normally.
{
position += direction * speed;
}
}
```