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// To prevent a wraparound artefact occurring when the tile boundary and the stroke region are perfectly aligned, the local coordinate is expanded slightly.
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let inflate = DVec2::new(1.0 / item_transform.matrix2.x_axis.length(),1.0 / item_transform.matrix2.y_axis.length());
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let inverse = |len:f64| if len > 0.{1.0 / len }else{0.};
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let inflate = DVec2::new(inverse(item_transform.matrix2.x_axis.length()),inverse(item_transform.matrix2.y_axis.length()));
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let min = bounds.transform_point2(DVec2::ZERO) - inflate;
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let max = bounds.transform_point2(DVec2::ONE) + inflate;
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