2020-05-29 16:45:37 +00:00
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// SPDX-License-Identifier: agpl-3.0
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pragma solidity ^0.6.8;
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/**
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2020-07-13 08:54:08 +00:00
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* @title WadRayMath library
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* @author Aave
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* @dev Provides mul and div function for wads (decimal numbers with 18 digits precision) and rays (decimals with 27 digits)
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**/
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2020-05-29 16:45:37 +00:00
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library WadRayMath {
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2020-07-13 08:54:08 +00:00
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uint256 internal constant WAD = 1e18;
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uint256 internal constant halfWAD = WAD / 2;
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uint256 internal constant RAY = 1e27;
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uint256 internal constant halfRAY = RAY / 2;
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uint256 internal constant WAD_RAY_RATIO = 1e9;
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/**
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* @return one ray, 1e27
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**/
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function ray() internal pure returns (uint256) {
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return RAY;
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}
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/**
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* @return one wad, 1e18
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**/
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function wad() internal pure returns (uint256) {
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return WAD;
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}
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/**
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* @return half ray, 1e27/2
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**/
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function halfRay() internal pure returns (uint256) {
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return halfRAY;
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}
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/**
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* @return half ray, 1e18/2
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**/
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function halfWad() internal pure returns (uint256) {
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return halfWAD;
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}
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/**
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* @dev multiplies two wad, rounding half up to the nearest wad
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* @param a wad
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* @param b wad
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* @return the result of a*b, in wad
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**/
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function wadMul(uint256 a, uint256 b) internal pure returns (uint256) {
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2020-08-22 10:04:34 +00:00
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if(a == 0){
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return 0;
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}
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uint256 result = a*b;
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require(result/a == b, "WadRayMath: Multiplication overflow");
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result+=halfWAD;
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require(result >= halfWAD, "WadRayMath: Addition overflow");
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return result/WAD;
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2020-07-13 08:54:08 +00:00
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}
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/**
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* @dev divides two wad, rounding half up to the nearest wad
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* @param a wad
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* @param b wad
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* @return the result of a/b, in wad
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**/
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function wadDiv(uint256 a, uint256 b) internal pure returns (uint256) {
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2020-08-22 10:04:34 +00:00
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require(b != 0, "WadRayMath: Division by 0");
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2020-07-13 08:54:08 +00:00
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uint256 halfB = b / 2;
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2020-08-22 10:04:34 +00:00
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uint256 result = a*WAD;
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require(result/WAD == a, "WadRayMath: Multiplication overflow");
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result += halfB;
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require(result >= halfB, "WadRayMath: Addition overflow");
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return result/b;
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2020-07-13 08:54:08 +00:00
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}
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/**
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* @dev multiplies two ray, rounding half up to the nearest ray
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* @param a ray
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* @param b ray
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* @return the result of a*b, in ray
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**/
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function rayMul(uint256 a, uint256 b) internal pure returns (uint256) {
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2020-08-22 10:04:34 +00:00
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if(a == 0){
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return 0;
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}
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uint256 result = a*b;
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require(result/a == b, "WadRayMath: Multiplication overflow");
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result+=halfRAY;
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require(result >= halfRAY, "WadRayMath: Addition overflow");
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return result/RAY;
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2020-07-13 08:54:08 +00:00
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}
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/**
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* @dev divides two ray, rounding half up to the nearest ray
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* @param a ray
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* @param b ray
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* @return the result of a/b, in ray
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**/
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function rayDiv(uint256 a, uint256 b) internal pure returns (uint256) {
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2020-08-22 10:04:34 +00:00
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require(b != 0, "WadRayMath: Division by 0");
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2020-07-13 08:54:08 +00:00
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uint256 halfB = b / 2;
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2020-08-22 10:04:34 +00:00
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uint256 result = a*RAY;
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require(result/RAY == a, "WadRayMath: Multiplication overflow");
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result += halfB;
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require(result >= halfB, "WadRayMath: Addition overflow");
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return result/b;
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2020-07-13 08:54:08 +00:00
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}
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/**
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* @dev casts ray down to wad
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* @param a ray
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* @return a casted to wad, rounded half up to the nearest wad
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**/
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function rayToWad(uint256 a) internal pure returns (uint256) {
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uint256 halfRatio = WAD_RAY_RATIO / 2;
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2020-08-22 10:04:34 +00:00
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uint256 result = halfRatio+a;
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require(result >= halfRatio, "WadRayMath: Addition overflow");
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2020-07-13 08:54:08 +00:00
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2020-08-22 10:04:34 +00:00
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return result/WAD_RAY_RATIO;
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2020-07-13 08:54:08 +00:00
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}
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/**
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* @dev convert wad up to ray
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* @param a wad
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* @return a converted in ray
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**/
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function wadToRay(uint256 a) internal pure returns (uint256) {
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2020-08-22 10:04:34 +00:00
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uint256 result = a*WAD_RAY_RATIO;
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require(result/WAD_RAY_RATIO == a, "WadRayMath: Multiplication overflow");
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return result;
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2020-07-13 08:54:08 +00:00
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}
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2020-05-29 16:45:37 +00:00
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}
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