/// <summary>
        /// This looks long direction until a spot large enough to hold size is available
        /// </summary>
        /// <param name="size">The size of the rectangle to return</param>
        /// <param name="start">The point that the rectangle would like to be centered over</param>
        /// <param name="direction">
        /// The direction to slide the rectangle until an empty space is found
        /// NOTE: Set dir.Y to be negative to match screen coords
        /// </param>
        public static Rect GetFreeSpot(Size size, Point desiredPos, Vector direction, List<Rect> existing)
        {
            double halfWidth = size.Width / 2d;
            double halfHeight = size.Height / 2d;

            if (existing.Count == 0)
            {
                // There is nothing blocking this, center the rectangle over the position
                return new Rect(desiredPos.X - halfWidth, desiredPos.Y - halfHeight, size.Width, size.Height);
            }

            // Direction unit
            Vector dirUnit = direction.ToUnit();
            if (Math2D.IsInvalid(dirUnit))
            {
                dirUnit = Math3D.GetRandomVector_Circular_Shell(1).ToVector2D();
            }

            // Calculate step distance (5% of the average of all the sizes)
            double stepDist = UtilityCore.Iterate<Size>(size, existing.Select(o => o.Size)).
                SelectMany(o => new[] { o.Width, o.Height }).
                Average();

            stepDist *= .05;

            // Keep walking along direction until the rectangle doesn't intersect any existing rectangles
            Point point = new Point();
            Rect rect = new Rect();

            for (int cntr = 0; cntr < 5000; cntr++)
            {
                point = desiredPos + (dirUnit * (stepDist * cntr));
                rect = new Rect(point.X - halfWidth, point.Y - halfHeight, size.Width, size.Height);

                if (!existing.Any(o => o.IntersectsWith(rect)))
                {
                    break;
                }
            }

            return rect;
        }