Physics shape "is actor?" test should be based on ratio, not abs diff

Current code:

        if ((mMeshTranslation.x() == 0.0 && mMeshTranslation.y() == 0.0)
            && std::fabs(mOriginalHalfExtents.x() - mOriginalHalfExtents.y()) < 2.2)
        {

I tested custom actor NIFs in Morrowind.exe and the cutoff for when the collision boxes stop acting like AABBs and start acting like rotated bounding boxes seems to be when either x/y or y/x is greater than 1.1 (or maybe greater-than-or-equal-to). (I tested down to 32-bit float ULP for a range of lesser dimension values, but never tested any off-center offsets.) So the final part of the check should be that instead of the absolute difference being 2.2.