[Godot Physics]: Correct typo in moment of inertia calculations. #47284
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The moment of inertia calculation for BoxShape is:
where the final line includes both the x and y extents.
However, for CapsuleShape3D, CylinderShape3D, ConvexPolygonShape3D, ConcavePolygonShape3D, and HeightMapShape3D, the final line read
(p_mass / 3.0) * (extents.y * extents.y + extents.y * extents.y)
.I believe this is a mistake, considering the comment in each case mentions using an AABB approximation, which should follow the same approach as BoxShape.
This change corrects the final line to include both the x and y components of the shape's extent.