Rectangle Intersection - LIBGDX -- Collision

Hi Guys. Im having problems to check the collision between my missile and my enemy plane.
In java2D i have the intersect method, but it aint working correctly. Does libgdx have an intersection method?

heres the exactly part of the code that i need to fix :

  for (int i = 0; i < missiles.size(); i++) {
            Missile m1 = missiles.get(i);

            
            //If is out of Screen Bound
            if ((m1.posY) > screenHeight) {
                missiles.remove(m1);
                System.out.println("missile removed!" + m1.id);
            }

            missileSprite.getBoundingRectangle().setX(m1.posX);
            missileSprite.getBoundingRectangle().setY(m1.posY);
            
            //If missile hit enemyplane
            for (int k = 0; k < enemyPlanes.size(); k++) 
            {
                EnemyPlane ep1 = enemyPlanes.get(k);
                
                enemyPlaneSprite.getBoundingRectangle().setX(ep1.getPosX());
                 enemyPlaneSprite.getBoundingRectangle().setY(ep1.getPosY());
               
                 /**FIX ME :D */
                if(Intersector.(enemyPlaneSprite.getBoundingRectangle()))
                {
                    gameupdate.getShooterGame().getMissile().getMissiles().remove(m1);
                    gameupdate.getShooterGame().getEnemyPlanes().getEnemyPlanes().remove(ep1);
                    System.out.println("Yay,Enemy Plane was hit!");
                    gameupdate.getShooterGame().addNewEnemyPlane();
                }
               
            }

        }

Heres the whole method :

 public void checkCollision() {
        ArrayList<Missile> missiles = gameupdate.getShooterGame().getMissile().getMissiles();
        Plane plane = gameupdate.getShooterGame().getPlane();
        ArrayList<EnemyPlane> enemyPlanes = gameupdate.getShooterGame().getEnemyPlanes().getEnemyPlanes();

        //
        int screenHeight = Gdx.graphics.getHeight();
        int width = Gdx.graphics.getWidth();
        //

        for (int i = 0; i < missiles.size(); i++) {
            Missile m1 = missiles.get(i);

            
            //If is out of Screen Bound
            if ((m1.posY) > screenHeight) {
                missiles.remove(m1);
                System.out.println("missile removed!" + m1.id);
            }

            missileSprite.getBoundingRectangle().setX(m1.posX);
            missileSprite.getBoundingRectangle().setY(m1.posY);
            
            //If missile hit enemyplane
            for (int k = 0; k < enemyPlanes.size(); k++) 
            {
                EnemyPlane ep1 = enemyPlanes.get(k);
                
                enemyPlaneSprite.getBoundingRectangle().setX(ep1.getPosX());
                 enemyPlaneSprite.getBoundingRectangle().setY(ep1.getPosY());
               
                 /**FIX ME :D */
                if(Intersector.(enemyPlaneSprite.getBoundingRectangle()))
                {
                    gameupdate.getShooterGame().getMissile().getMissiles().remove(m1);
                    gameupdate.getShooterGame().getEnemyPlanes().getEnemyPlanes().remove(ep1);
                    System.out.println("Yay,Enemy Plane was hit!");
                    gameupdate.getShooterGame().addNewEnemyPlane();
                }
               
            }

        }


    }

Does anyone have a light for this :stuck_out_tongue:
And yes i did research but
http://libgdx.l33tlabs.org/docs/api/com/badlogic/gdx/math/Intersector.html#intersectRectangles(com.badlogic.gdx.math.Rectangle, com.badlogic.gdx.math.Rectangle)

static boolean intersectRectangles(Rectangle a, Rectangle b)
Returns wheter the two rectangles intersect

doesnt exists?