Well actually I use the collision methods written in the Github Wiki :
https://github.com/SFML/SFML/wiki/Source%3A-Simple-Collision-Detection-for-SFML-2
To test for Pixel Perfect Collision we need to pass two sprites. So I thought if I could merge the sf::Transform of the AnimatedSprite with a sprite ( including setting its texture and textureRect), I could represent the actual state of the AnimatedSprite, and therefore it is usable as an argument in the PixelPerfectTest().
Just in case my question wasn't clearly formatted, I would like some way to apply an sf::Transform to a newly created sprite. Or better, another way to test collision with AnimatedSprite. What I couldn't figure out is a way to achieve the same result in the following code :
sf::Sprite playerCollisionSprite;
sf::Transform animatedPlayerSpriteTransform= animatedPlayerSprite.getTransform();
playerCollisionSprite.setTransform(animatedPlayerSpriteTransform); // this function is actually what I'm looking for
if ( Collision::BoundingBoxTest(enemySprite, collisionSprite)
{
// process collision ( modify health or generate explosion animation...)
}