/// <summary>
        /// Creates a new QuadNode and child nodes if this QuadNode is not a leaf.
        /// </summary>
        /// <param name="boundingBox">The Rectangle defining the world-space coverage area of this QuadNode.</param>
        /// <param name="parent">The QuadNode parent of this QuadNode.</param>
        /// <param name="isLeaf">Whether or not this QuadNode is a leaf node in the QuadTree.</param>
        /// <param name="myDepth">The depth of this QuadNode.</param>
        /// <param name="maxDepth">The maximum depth that the QuadTree supports.</param>
        public QuadNode(RectangleF boundingBox, QuadNode <T> parent, bool isLeaf, int myDepth, int maxDepth)
        {
            BoundingBox = boundingBox;
            Parent      = parent;
            IsLeaf      = isLeaf;
            HasItems    = false;
            MyDepth     = myDepth;

            collidableObjects = new List <T>();

            //Construct the children QuadNodes if this QuadNode is not a leaf.
            if (!isLeaf)
            {
                //Shouldn't have to worry about this...but we might as well play it safe.
                //If the depth of this QuadNode is the max depth then simply mark it as a leaf node and be happy.
                if (myDepth == maxDepth)
                {
                    IsLeaf = true;
                }
                else
                {
                    int   newDepth   = myDepth + 1;
                    float halfWidth  = BoundingBox.Width / 2;
                    float halfHeight = BoundingBox.Height / 2;
                    bool  areLeaves  = false;

                    children = new QuadNode <T> [4];

                    if (newDepth == maxDepth)
                    {
                        areLeaves = true;
                    }

                    //Create the 4 child QuadNodes, each controlling a distinct quadrant of this QuadNode's Bounding Box.
                    children[0] = new QuadNode <T>(new RectangleF(BoundingBox.X, BoundingBox.Y, halfWidth, halfHeight),
                                                   this, areLeaves, newDepth, maxDepth); //Top-Left
                    children[1] = new QuadNode <T>(new RectangleF(BoundingBox.X + halfWidth, BoundingBox.Y, halfWidth, halfHeight),
                                                   this, areLeaves, newDepth, maxDepth); //Top-Right
                    children[2] = new QuadNode <T>(new RectangleF(BoundingBox.X, BoundingBox.Y + halfHeight, halfWidth, halfHeight),
                                                   this, areLeaves, newDepth, maxDepth); //Bottom-Left
                    children[3] = new QuadNode <T>(new RectangleF(BoundingBox.X + halfWidth, BoundingBox.Y + halfHeight, halfWidth, halfHeight),
                                                   this, areLeaves, newDepth, maxDepth); //Bottom-Right
                }
            }
        }
 /// <summary>
 /// Creates a new QuadTree covering the given area.
 /// </summary>
 /// <param name="maxDepth">The maximum depth of the QuadTree.</param>
 /// <param name="worldSpace">The world-space area covered by this QuadTree.</param>
 public QuadTreeOld(int maxDepth, RectangleF worldSpace)
 {
     root          = new QuadNode <T>(worldSpace, null, false, 0, maxDepth);
     this.maxDepth = maxDepth;
 }