luminance
fun <LuminanceUnit : Luminance, SolidAngleUnit : SolidAngle, IlluminanceUnit : Illuminance> LuminanceUnit.luminance(illuminance: ScientificValue<PhysicalQuantity.Illuminance, IlluminanceUnit>, solidAngle: ScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>): DefaultScientificValue<PhysicalQuantity.Luminance, LuminanceUnit>
fun <LuminanceUnit : Luminance, SolidAngleUnit : SolidAngle, IlluminanceUnit : Illuminance, Value : ScientificValue<PhysicalQuantity.Luminance, LuminanceUnit>> LuminanceUnit.luminance(illuminance: ScientificValue<PhysicalQuantity.Illuminance, IlluminanceUnit>, solidAngle: ScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>, factory: (Decimal, LuminanceUnit) -> Value): Value
fun <LuminousIntensityUnit : LuminousIntensity, AreaUnit : Area, LuminanceUnit : Luminance> LuminanceUnit.luminance(luminousIntensity: ScientificValue<PhysicalQuantity.LuminousIntensity, LuminousIntensityUnit>, area: ScientificValue<PhysicalQuantity.Area, AreaUnit>): DefaultScientificValue<PhysicalQuantity.Luminance, LuminanceUnit>
fun <LuminousIntensityUnit : LuminousIntensity, AreaUnit : Area, LuminanceUnit : Luminance, Value : ScientificValue<PhysicalQuantity.Luminance, LuminanceUnit>> LuminanceUnit.luminance(luminousIntensity: ScientificValue<PhysicalQuantity.LuminousIntensity, LuminousIntensityUnit>, area: ScientificValue<PhysicalQuantity.Area, AreaUnit>, factory: (Decimal, LuminanceUnit) -> Value): Value