// SPDX-License-Identifier: agpl-3.0 pragma solidity ^0.6.8; import '@openzeppelin/contracts/math/SafeMath.sol'; /** * @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 { using SafeMath for uint256; 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) { return halfWAD.add(a.mul(b)).div(WAD); } /** * @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) { uint256 halfB = b / 2; return halfB.add(a.mul(WAD)).div(b); } /** * @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) { return halfRAY.add(a.mul(b)).div(RAY); } /** * @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) { uint256 halfB = b / 2; return halfB.add(a.mul(RAY)).div(b); } /** * @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; return halfRatio.add(a).div(WAD_RAY_RATIO); } /** * @dev convert wad up to ray * @param a wad * @return a converted in ray **/ function wadToRay(uint256 a) internal pure returns (uint256) { return a.mul(WAD_RAY_RATIO); } /** * @dev calculates base^exp. The code uses the ModExp precompile * @return z base^exp, in ray */ //solium-disable-next-line function rayPow(uint256 x, uint256 n) internal pure returns (uint256 z) { z = n % 2 != 0 ? x : RAY; for (n /= 2; n != 0; n /= 2) { x = rayMul(x, x); if (n % 2 != 0) { z = rayMul(z, x); } } } }