aave-protocol-v2/contracts/libraries/math/WadRayMath.sol

163 lines
3.6 KiB
Solidity
Raw Normal View History

// SPDX-License-Identifier: agpl-3.0
pragma solidity ^0.6.8;
/**
2020-07-13 08:54:08 +00:00
* @title WadRayMath library
* @author Aave
* @dev Provides mul and div function for wads (decimal numbers with 18 digits precision) and rays (decimals with 27 digits)
**/
library WadRayMath {
2020-07-13 08:54:08 +00:00
uint256 internal constant WAD = 1e18;
uint256 internal constant halfWAD = WAD / 2;
uint256 internal constant RAY = 1e27;
uint256 internal constant halfRAY = RAY / 2;
uint256 internal constant WAD_RAY_RATIO = 1e9;
/**
* @return one ray, 1e27
**/
function ray() internal pure returns (uint256) {
return RAY;
}
/**
* @return one wad, 1e18
**/
function wad() internal pure returns (uint256) {
return WAD;
}
/**
* @return half ray, 1e27/2
**/
function halfRay() internal pure returns (uint256) {
return halfRAY;
}
/**
* @return half ray, 1e18/2
**/
function halfWad() internal pure returns (uint256) {
return halfWAD;
}
/**
* @dev multiplies two wad, rounding half up to the nearest wad
* @param a wad
* @param b wad
* @return the result of a*b, in wad
**/
function wadMul(uint256 a, uint256 b) internal pure returns (uint256) {
if(a == 0){
return 0;
}
uint256 result = a*b;
require(result/a == b, "WadRayMath: Multiplication overflow");
result+=halfWAD;
require(result >= halfWAD, "WadRayMath: Addition overflow");
return result/WAD;
2020-07-13 08:54:08 +00:00
}
/**
* @dev divides two wad, rounding half up to the nearest wad
* @param a wad
* @param b wad
* @return the result of a/b, in wad
**/
function wadDiv(uint256 a, uint256 b) internal pure returns (uint256) {
require(b != 0, "WadRayMath: Division by 0");
2020-07-13 08:54:08 +00:00
uint256 halfB = b / 2;
uint256 result = a*WAD;
require(result/WAD == a, "WadRayMath: Multiplication overflow");
result += halfB;
require(result >= halfB, "WadRayMath: Addition overflow");
return result/b;
2020-07-13 08:54:08 +00:00
}
/**
* @dev multiplies two ray, rounding half up to the nearest ray
* @param a ray
* @param b ray
* @return the result of a*b, in ray
**/
function rayMul(uint256 a, uint256 b) internal pure returns (uint256) {
if(a == 0){
return 0;
}
uint256 result = a*b;
require(result/a == b, "WadRayMath: Multiplication overflow");
result+=halfRAY;
require(result >= halfRAY, "WadRayMath: Addition overflow");
return result/RAY;
2020-07-13 08:54:08 +00:00
}
/**
* @dev divides two ray, rounding half up to the nearest ray
* @param a ray
* @param b ray
* @return the result of a/b, in ray
**/
function rayDiv(uint256 a, uint256 b) internal pure returns (uint256) {
require(b != 0, "WadRayMath: Division by 0");
2020-07-13 08:54:08 +00:00
uint256 halfB = b / 2;
uint256 result = a*RAY;
require(result/RAY == a, "WadRayMath: Multiplication overflow");
result += halfB;
require(result >= halfB, "WadRayMath: Addition overflow");
return result/b;
2020-07-13 08:54:08 +00:00
}
/**
* @dev casts ray down to wad
* @param a ray
* @return a casted to wad, rounded half up to the nearest wad
**/
function rayToWad(uint256 a) internal pure returns (uint256) {
uint256 halfRatio = WAD_RAY_RATIO / 2;
uint256 result = halfRatio+a;
require(result >= halfRatio, "WadRayMath: Addition overflow");
2020-07-13 08:54:08 +00:00
return result/WAD_RAY_RATIO;
2020-07-13 08:54:08 +00:00
}
/**
* @dev convert wad up to ray
* @param a wad
* @return a converted in ray
**/
function wadToRay(uint256 a) internal pure returns (uint256) {
uint256 result = a*WAD_RAY_RATIO;
require(result/WAD_RAY_RATIO == a, "WadRayMath: Multiplication overflow");
return result;
2020-07-13 08:54:08 +00:00
}
}