/// <summary>
        /// Checks for a bounding box intersection of two sprites. Takes
        /// scaling and origin into account. Ignores rotation.
        /// </summary>
        public static bool isIntersecting(Sprite spr1, Sprite spr2)
        {
            //Creates smooth rects from the sprite destinations, which
            //already take scaling into account.
            SmoothRect tempRect1 = new SmoothRect(spr1.rectDest);
            SmoothRect tempRect2 = new SmoothRect(spr2.rectDest);

            //Adjusts the rectangles based on the origin.
            tempRect1.X -= spr1.origin.X;
            tempRect1.Y -= spr1.origin.Y;
            tempRect2.X -= spr2.origin.X;
            tempRect2.Y -= spr2.origin.Y;

            if (SmoothRect.IsIntersecting(tempRect1, tempRect2))
            {
                return(true);
            }

            return(false);
        }
        /// <summary>
        /// Checks for a bounding box intersection of two sprites. Takes
        /// scaling and origin into account. Ignores rotation.
        /// </summary>
        public static bool isIntersecting(Sprite spr1, SmoothRect rect2)
        {
            //Creates smooth rects from the sprite and another rectangle,
            //which already take scaling into account.
            SmoothRect tempRect1 = new SmoothRect(spr1.rectDest);
            SmoothRect tempRect2 = new SmoothRect(rect2);

            //Adjusts the rectangles based on the origin.
            if (!spr1.originOffset)
            {
                tempRect1.X -= spr1.origin.X;
                tempRect1.Y -= spr1.origin.Y;
            }

            if (SmoothRect.IsIntersecting(tempRect1, tempRect2))
            {
                return(true);
            }

            return(false);
        }