// SPDX-License-Identifier: GPL-2.0-or-later pragma solidity >=0.5.0; import '@uniswap/v3-core/contracts/libraries/FullMath.sol'; import '@uniswap/v3-core/contracts/libraries/UnsafeMath.sol'; import '@uniswap/v3-core/contracts/libraries/FixedPoint96.sol'; /// @title Functions based on Q64.96 sqrt price and liquidity /// @notice Exposes two functions from @uniswap/v3-core SqrtPriceMath /// that use square root of price as a Q64.96 and liquidity to compute deltas library SqrtPriceMathPartial { /// @notice Gets the amount0 delta between two prices /// @dev Calculates liquidity / sqrt(lower) - liquidity / sqrt(upper), /// i.e. liquidity * (sqrt(upper) - sqrt(lower)) / (sqrt(upper) * sqrt(lower)) /// @param sqrtRatioAX96 A sqrt price /// @param sqrtRatioBX96 Another sqrt price /// @param liquidity The amount of usable liquidity /// @param roundUp Whether to round the amount up or down /// @return amount0 Amount of token0 required to cover a position of size liquidity between the two passed prices function getAmount0Delta( uint160 sqrtRatioAX96, uint160 sqrtRatioBX96, uint128 liquidity, bool roundUp ) internal pure returns (uint256 amount0) { if (sqrtRatioAX96 > sqrtRatioBX96) (sqrtRatioAX96, sqrtRatioBX96) = (sqrtRatioBX96, sqrtRatioAX96); uint256 numerator1 = uint256(liquidity) << FixedPoint96.RESOLUTION; uint256 numerator2 = sqrtRatioBX96 - sqrtRatioAX96; require(sqrtRatioAX96 > 0); return roundUp ? UnsafeMath.divRoundingUp( FullMath.mulDivRoundingUp(numerator1, numerator2, sqrtRatioBX96), sqrtRatioAX96 ) : FullMath.mulDiv(numerator1, numerator2, sqrtRatioBX96) / sqrtRatioAX96; } /// @notice Gets the amount1 delta between two prices /// @dev Calculates liquidity * (sqrt(upper) - sqrt(lower)) /// @param sqrtRatioAX96 A sqrt price /// @param sqrtRatioBX96 Another sqrt price /// @param liquidity The amount of usable liquidity /// @param roundUp Whether to round the amount up, or down /// @return amount1 Amount of token1 required to cover a position of size liquidity between the two passed prices function getAmount1Delta( uint160 sqrtRatioAX96, uint160 sqrtRatioBX96, uint128 liquidity, bool roundUp ) internal pure returns (uint256 amount1) { if (sqrtRatioAX96 > sqrtRatioBX96) (sqrtRatioAX96, sqrtRatioBX96) = (sqrtRatioBX96, sqrtRatioAX96); return roundUp ? FullMath.mulDivRoundingUp(liquidity, sqrtRatioBX96 - sqrtRatioAX96, FixedPoint96.Q96) : FullMath.mulDiv(liquidity, sqrtRatioBX96 - sqrtRatioAX96, FixedPoint96.Q96); } }