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https://github.com/Instadapp/aave-protocol-v2.git
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136 lines
3.3 KiB
Solidity
136 lines
3.3 KiB
Solidity
// SPDX-License-Identifier: agpl-3.0
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pragma solidity 0.6.12;
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import {Errors} from '../helpers/Errors.sol';
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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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library WadRayMath {
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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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if (a == 0 || b == 0) {
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return 0;
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}
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require(a <= (type(uint256).max - halfWAD) / b, Errors.MATH_MULTIPLICATION_OVERFLOW);
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return (a * b + halfWAD) / WAD;
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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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require(b != 0, Errors.MATH_DIVISION_BY_ZERO);
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uint256 halfB = b / 2;
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require(a <= (type(uint256).max - halfB) / WAD, Errors.MATH_MULTIPLICATION_OVERFLOW);
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return (a * WAD + halfB) / b;
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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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if (a == 0 || b == 0) {
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return 0;
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}
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require(a <= (type(uint256).max - halfRAY) / b, Errors.MATH_MULTIPLICATION_OVERFLOW);
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return (a * b + halfRAY) / RAY;
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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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require(b != 0, Errors.MATH_DIVISION_BY_ZERO);
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uint256 halfB = b / 2;
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require(a <= (type(uint256).max - halfB) / RAY, Errors.MATH_MULTIPLICATION_OVERFLOW);
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return (a * RAY + halfB) / b;
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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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uint256 result = halfRatio + a;
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require(result >= halfRatio, Errors.MATH_ADDITION_OVERFLOW);
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return result / WAD_RAY_RATIO;
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}
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/**
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* @dev Converts 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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uint256 result = a * WAD_RAY_RATIO;
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require(result / WAD_RAY_RATIO == a, Errors.MATH_MULTIPLICATION_OVERFLOW);
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return result;
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}
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}
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