public void checkInteraction(Rect otherRect)
        {
            //Is the other rect inside this rect? Are all four of its points contained?
            if(ContainsPoint(otherRect.topLeft) && ContainsPoint(otherRect.topRight) && ContainsPoint(otherRect.botLeft) && ContainsPoint(otherRect.botRight))
            {
                containing = true;
                otherRect.contained = true;
            }
            //Is the other rect intersecting this rect? Is at least one corner contained?
            else if(ContainsPoint(otherRect.topLeft) || ContainsPoint(otherRect.topRight) || ContainsPoint(otherRect.botLeft) || ContainsPoint(otherRect.botRight))
            {
                intersecting = true;
                otherRect.intersecting = true;
                determineIntersections(otherRect);
            }
            //Are the two overlapping in a T shape, where no corners are contained but four intersections still occur?
            else if(CheckForT(otherRect))
            {
                intersecting = true;
                otherRect.intersecting = true;
                intPoints[0].changePos(topLeft.X, otherRect.topLeft.Y);
                intPoints[1].changePos(topRight.X, otherRect.topRight.Y);
                intPoints[2].changePos(botLeft.X, otherRect.botLeft.Y);
                intPoints[3].changePos(botRight.X, otherRect.botRight.Y);
            }

            //After all other checks, check each side for adjacency
            CheckForAdj(otherRect);
        }
        bool CheckForT(Rect otherRect)
        {
            //If all the points of otherRect are below the top of this one, and above the bottom of this one,
            //and all the points of this one are to the right of otherRect's left, and to the left of otherRect's right,
            //the two are colliding in a T.

            //We're checking for this:
            /*

                   _____
            _______|___|__
            |      |   |  |
            |      |   |  |
            -------|---|--|
                   |___|

            */

            bool otherBetweenTopAndBot;
            bool thisBetweenLeftAndRight;

            otherBetweenTopAndBot = (otherRect.topLeft.Y >= topLeft.Y && otherRect.botRight.Y >= topLeft.Y && otherRect.topLeft.Y <= botRight.Y && otherRect.botRight.Y <= botRight.Y);
            thisBetweenLeftAndRight = (topLeft.X >= otherRect.topLeft.X && topRight.X >= otherRect.topLeft.X && topLeft.X <= otherRect.botRight.X && topRight.X <= otherRect.botRight.X);
            return otherBetweenTopAndBot && thisBetweenLeftAndRight;
        }
        void determineIntersections(Rect otherRect)
        {
            //First, we check for the top left corner. Then, check adjacent corners, and determine intersections
            //based on those adjacent corners.
            if(ContainsPoint(otherRect.topLeft))
            {
                //These series of cases cover the first three of eight potential outcomes:
                //the top left and top right corners are inside,
                //and the top left and bottom left corners are inside,
                //and only the top left corner is inside,
                if (ContainsPoint(otherRect.topRight))
                {
                    intPoints[0].changePos(otherRect.topLeft.X, botLeft.Y);
                    intPoints[1].changePos(otherRect.topRight.X, botLeft.Y);

                }
                else if(ContainsPoint(otherRect.botLeft))
                {
                    intPoints[0].changePos(topRight.X, otherRect.topLeft.Y);
                    intPoints[1].changePos(topRight.X, otherRect.botLeft.Y);
                }
                else
                {
                    intPoints[0].changePos(otherRect.topLeft.X, botRight.Y);
                    intPoints[1].changePos(botRight.X, otherRect.topLeft.Y);
                }
            }
            //We do the same with the bottom right. This covers three more cases,
            //The bottom right and bottom left corners are inside,
            //the bottom right and top right corners are inside,
            //and only the bottom right corner is inside.
            else if(ContainsPoint(otherRect.botRight))
            {
                if(ContainsPoint(otherRect.botLeft))
                {
                    intPoints[0].changePos(otherRect.botLeft.X, topLeft.Y);
                    intPoints[1].changePos(otherRect.botRight.X, topLeft.Y);
                }
                else if(ContainsPoint(otherRect.topRight))
                {
                    intPoints[0].changePos(topLeft.X, otherRect.topRight.Y);
                    intPoints[1].changePos(topLeft.X, otherRect.botRight.Y);
                }
                else
                {
                    intPoints[0].changePos(otherRect.botRight.X, topLeft.Y);
                    intPoints[1].changePos(topLeft.X, otherRect.botRight.Y);
                }
            }
            //At this point, there are only two unaccounted for cases:
            //Only the bottom left is inside, and only the top right is inside.
            //First, we check the bottom left.
            else if(ContainsPoint(otherRect.botLeft))
            {
                intPoints[0].changePos(otherRect.botLeft.X, topRight.Y);
                intPoints[1].changePos(topRight.X, otherRect.botLeft.Y);
            }
            //If we have reached here, the intersecting point must be the top right.
            else
            {
                intPoints[0].changePos(otherRect.topRight.X, botLeft.Y);
                intPoints[1].changePos(botLeft.X, otherRect.topRight.Y);
            }
        }
        void CheckForAdj(Rect otherRect)
        {
            //If the left is the same as or a subset of the other's right or left, color it yellow.
            //Likewise, do the same for right, top and bottom.

            //All sides are transparent until proven to be adjacent

            for(int i = 0; i < 4; i++)
            {
                for(int j = 0; j < 4; j++)
                {
                    //The top and bottom are even indices, the right and left are odd indices.
                    //Only check against the indices which have the same even or odd property.
                    if( (i % 2) == (j % 2) )
                    {
                        if(i % 2 == 0)
                        {
                            if (Math.Abs(lines[i].startPoint.Y - otherRect.lines[j].startPoint.Y) < float.Epsilon && lines[i].startPoint.X >= otherRect.lines[j].startPoint.X && lines[i].endPoint.X <= otherRect.lines[j].endPoint.X)
                            {
                                adjacent = true;
                                lines[i].adjacent = true;
                            }
                        }
                        else
                        {
                            //if(Math.Abs(topLeft.X - otherRect.topLeft.X) < float.Epsilon && topLeft.Y >= otherRect.topLeft.Y && botLeft.Y <= otherRect.botLeft.Y)
                            if (Math.Abs(lines[i].startPoint.X - otherRect.lines[j].startPoint.X) < float.Epsilon && lines[i].startPoint.Y >= otherRect.lines[j].startPoint.Y && lines[i].endPoint.Y <= otherRect.lines[j].endPoint.Y)
                            {
                                adjacent = true;
                                lines[i].adjacent = true;
                            }
                        }
                    }
                }
            }
        }