luminousIntensity
fun <LuminousIntensityUnit : LuminousIntensity, AreaUnit : Area, LuminanceUnit : Luminance> LuminousIntensityUnit.luminousIntensity(luminance: ScientificValue<PhysicalQuantity.Luminance, LuminanceUnit>, area: ScientificValue<PhysicalQuantity.Area, AreaUnit>): DefaultScientificValue<PhysicalQuantity.LuminousIntensity, LuminousIntensityUnit>
fun <LuminousIntensityUnit : LuminousIntensity, AreaUnit : Area, LuminanceUnit : Luminance, Value : ScientificValue<PhysicalQuantity.LuminousIntensity, LuminousIntensityUnit>> LuminousIntensityUnit.luminousIntensity(luminance: ScientificValue<PhysicalQuantity.Luminance, LuminanceUnit>, area: ScientificValue<PhysicalQuantity.Area, AreaUnit>, factory: (Decimal, LuminousIntensityUnit) -> Value): Value
fun <IntensityUnit : LuminousIntensity, SolidAngleUnit : SolidAngle, FluxUnit : LuminousFlux> IntensityUnit.luminousIntensity(flux: ScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>, solidAngle: ScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>): DefaultScientificValue<PhysicalQuantity.LuminousIntensity, IntensityUnit>
fun <IntensityUnit : LuminousIntensity, SolidAngleUnit : SolidAngle, FluxUnit : LuminousFlux, Value : ScientificValue<PhysicalQuantity.LuminousIntensity, IntensityUnit>> IntensityUnit.luminousIntensity(flux: ScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>, solidAngle: ScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>, factory: (Decimal, IntensityUnit) -> Value): Value