/*
     * \brief Works out if a value is almost another value (for floating point accuracy)
     */
    public void CallOnCollisionEnter(Collision collision)
    {
        m_collisionState = CollisionState.None;

        foreach (ContactPoint contact in collision)
        {
            m_platform = contact.otherCollider.gameObject.GetComponent <CSceneObjectPlatform>();
            if (m_platform != null)
            {
                m_platform.resetDeltaA();
            }
            if (isNearly(contact.normal.y, 1.0f, 0.2f))
            {
                m_collisionState = CollisionState.OnFloor;

                if (m_player.GetPlayerState() == PlayerState.OnLadder)
                {
                    GetLadder.state = LadderState.AtBase;
                    m_player.SetPlayerState(PlayerState.Standing);
                }

                // are we on a special material?
                m_footMaterial = FootMaterial.Stone;
                if (contact.otherCollider.tag == "Wood Object")
                {
                    m_footMaterial = FootMaterial.Wood;
                }
                else if (contact.otherCollider.tag == "Metal Object")
                {
                    m_footMaterial = FootMaterial.Metal;
                }
            }
            else if (isNearly(contact.normal.y, -1.0f, 0.2f))
            {
                m_collisionState = CollisionState.OnRoof;
                if (contact.otherCollider != null && contact.otherCollider.GetComponent <CSceneObjectPlatform>() != null)
                {
                    m_player.PushPlayerFromTower();
                }
            }
            else
            {
                if (m_player.GetPlayerState() != PlayerState.OnLadder)
                {
                    m_collisionState = CollisionState.OnWall;
                }
            }
        }

        if (m_collisionState == CollisionState.OnFloor)
        {
            if (m_jumpState != JumpState.Landed)
            {
                m_player.GetPlayerAnimation().PlayFootstepAudio(m_footMaterial);
            }

            m_jumpState = JumpState.Landed;

            if (GetLadder.state == LadderState.JumpingOff)
            {
                GetLadder.state = LadderState.None;
            }

            if (m_player.GetPlayerState() != PlayerState.Turning && m_player.GetPlayerState() != PlayerState.OnLadder && !m_player.PullingLever(false))
            {
                m_player.SetPlayerState(PlayerState.Standing);
            }
        }
    }