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			135 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Solidity
		
	
	
	
	
	
			
		
		
	
	
			135 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Solidity
		
	
	
	
	
	
| // SPDX-License-Identifier: agpl-3.0
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| pragma solidity ^0.6.8;
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| 
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| import "@openzeppelin/contracts/math/SafeMath.sol";
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| 
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| /**
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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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| 
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| library WadRayMath {
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|     using SafeMath for uint256;
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| 
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|     uint256 internal constant WAD = 1e18;
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|     uint256 internal constant halfWAD = WAD / 2;
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| 
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|     uint256 internal constant RAY = 1e27;
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|     uint256 internal constant halfRAY = RAY / 2;
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| 
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|     uint256 internal constant WAD_RAY_RATIO = 1e9;
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| 
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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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|     /**
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|     * @return one wad, 1e18
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|     **/
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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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|     /**
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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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|     /**
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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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|     /**
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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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|         return halfWAD.add(a.mul(b)).div(WAD);
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|     }
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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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|         uint256 halfB = b / 2;
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| 
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|         return halfB.add(a.mul(WAD)).div(b);
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|     }
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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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|         return halfRAY.add(a.mul(b)).div(RAY);
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|     }
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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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|         uint256 halfB = b / 2;
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| 
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|         return halfB.add(a.mul(RAY)).div(b);
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|     }
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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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| 
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|         return halfRatio.add(a).div(WAD_RAY_RATIO);
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|     }
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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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|         return a.mul(WAD_RAY_RATIO);
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|     }
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| 
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|     /**
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|     * @dev calculates base^exp. The code uses the ModExp precompile
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|     * @return z base^exp, in ray
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|     */
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|     //solium-disable-next-line
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|     function rayPow(uint256 x, uint256 n) internal pure returns (uint256 z) {
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| 
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|         z = n % 2 != 0 ? x : RAY;
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| 
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|         for (n /= 2; n != 0; n /= 2) {
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|             x = rayMul(x, x);
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| 
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|             if (n % 2 != 0) {
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|                 z = rayMul(z, x);
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|             }
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|         }
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|     }
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| 
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| }
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