/// <summary>
        /// Fetches the preset properties using the supplied <see cref="PresetFeatureType">PresetFeatureType</see>
        /// </summary>
        /// <param name="name">Name.</param>
        void FetchPresetProperties(object name)
        {
            PresetFeatureType featureType = ((PresetFeatureType)Enum.Parse(typeof(PresetFeatureType), name.ToString()));

            subLayerProperties = PresetSubLayerPropertiesFetcher.GetSubLayerProperties(featureType);
        }
        /// <summary>
        /// Gets the default sub layer properties for the chosen preset type.
        /// </summary>
        /// <returns>The sub layer properties.</returns>
        /// <param name="type">Type.</param>
        public static VectorSubLayerProperties GetSubLayerProperties(PresetFeatureType type)
        {
            //CoreOptions properties
            VectorPrimitiveType geometryType = VectorPrimitiveType.Polygon;
            string layerName    = "building";
            string sublayerName = "Untitled";

            //Line Geometry Options
            float lineWidth = 1.0f;

            //Geometry Extrusion Options
            ExtrusionType         extrusionType         = ExtrusionType.None;
            ExtrusionGeometryType extrusionGeometryType = ExtrusionGeometryType.RoofAndSide;
            string propertyName         = "height";
            float  extrusionScaleFactor = 1.0f;
            float  extrusionHeight      = 1.0f;

            //Filter Options
            LayerFilterCombinerOperationType combinerType = LayerFilterCombinerOperationType.Any;
            List <LayerFilter> filters = new List <LayerFilter>();


            // Material Options
            StyleTypes style = StyleTypes.Realistic;

            //Misc options
            bool buildingsWithUniqueIds           = true;
            PositionTargetType positionTargetType = PositionTargetType.TileCenter;

            //Modifiers
            List <MeshModifier>       meshModifiers       = new List <MeshModifier>();
            List <GameObjectModifier> gameObjectModifiers = new List <GameObjectModifier>();
            ColliderType colliderType = ColliderType.None;

            switch (type)
            {
            case PresetFeatureType.Buildings:
                layerName             = "building";
                geometryType          = VectorPrimitiveType.Polygon;
                extrusionType         = ExtrusionType.PropertyHeight;
                extrusionGeometryType = ExtrusionGeometryType.RoofAndSide;
                propertyName          = "height";
                style = StyleTypes.Realistic;
                break;

            case PresetFeatureType.Roads:
                layerName             = "road";
                geometryType          = VectorPrimitiveType.Line;
                lineWidth             = 1.0f;
                style                 = StyleTypes.Dark;
                extrusionType         = ExtrusionType.AbsoluteHeight;
                extrusionGeometryType = ExtrusionGeometryType.RoofAndSide;
                break;

            case PresetFeatureType.Points:
                layerName    = "poi_label";
                geometryType = VectorPrimitiveType.Point;
                break;

            case PresetFeatureType.Landuse:
                layerName    = "landuse";
                geometryType = VectorPrimitiveType.Polygon;
                style        = StyleTypes.Color;
                break;

            case PresetFeatureType.Custom:
                layerName    = "";
                geometryType = VectorPrimitiveType.Custom;
                style        = StyleTypes.Custom;
                break;

            default:
                break;
            }

            VectorSubLayerProperties _properties = new VectorSubLayerProperties();

            _properties.presetFeatureType = type;

            _properties.coreOptions = new CoreVectorLayerProperties
            {
                isActive      = true,
                layerName     = layerName,
                geometryType  = geometryType,
                snapToTerrain = true,
                combineMeshes = false,
                sublayerName  = sublayerName
            };

            _properties.lineGeometryOptions = new LineGeometryOptions
            {
                Width = lineWidth
            };

            _properties.extrusionOptions = new GeometryExtrusionOptions
            {
                extrusionType         = extrusionType,
                extrusionGeometryType = extrusionGeometryType,
                propertyName          = propertyName,
                extrusionScaleFactor  = extrusionScaleFactor,
                maximumHeight         = extrusionHeight
            };

            _properties.filterOptions = new VectorFilterOptions
            {
                combinerType = combinerType,
                filters      = filters
            };

            _properties.materialOptions = new GeometryMaterialOptions
            {
                style           = style,
                colorStyleColor = Constants.GUI.Colors.EDITOR_FEATURE_DEFAULT_COLOR
            };
            _properties.materialOptions.SetDefaultMaterialOptions();
            _properties.buildingsWithUniqueIds = buildingsWithUniqueIds;
            _properties.moveFeaturePositionTo  = positionTargetType;
            _properties.MeshModifiers          = meshModifiers;
            _properties.GoModifiers            = gameObjectModifiers;
            _properties.colliderOptions        = new ColliderOptions
            {
                colliderType = colliderType
            };

            return(_properties);
        }