/// <summary>
        /// Return true if there are any nodes in this Quadrant that intersect the given bounds.
        /// </summary>
        /// <param name="bounds">The bounds to test</param>
        /// <returns>boolean</returns>
        public Boolean HasIntersectingNodes(RectangleF bounds)
        {
            if (bounds.IsEmpty)
            {
                return(false);
            }
            Single w = Bounds.Width / 2;
            Single h = Bounds.Height / 2;

            // assumption that the Rect struct is almost as fast as doing the operations
            // manually since Rect is a value type.

            RectangleF topLeft     = new RectangleF(Bounds.Left, Bounds.Top, w, h);
            RectangleF topRight    = new RectangleF(Bounds.Left + w, Bounds.Top, w, h);
            RectangleF bottomLeft  = new RectangleF(Bounds.Left, Bounds.Top + h, w, h);
            RectangleF bottomRight = new RectangleF(Bounds.Left + w, Bounds.Top + h, w, h);

            Boolean found = false;

            // See if any child quadrants completely contain this node.
            if (topLeft.IntersectsWith(bounds) && TopLeft != null)
            {
                found = TopLeft.HasIntersectingNodes(bounds);
            }

            if (!found && topRight.IntersectsWith(bounds) && TopRight != null)
            {
                found = TopRight.HasIntersectingNodes(bounds);
            }

            if (!found && bottomLeft.IntersectsWith(bounds) && BottomLeft != null)
            {
                found = BottomLeft.HasIntersectingNodes(bounds);
            }

            if (!found && bottomRight.IntersectsWith(bounds) && BottomRight != null)
            {
                found = BottomRight.HasIntersectingNodes(bounds);
            }
            if (!found)
            {
                found = HasIntersectingNodes(Nodes, bounds);
            }
            return(found);
        }