solidAngle
fun <LuminanceUnit : Luminance, SolidAngleUnit : SolidAngle, IlluminanceUnit : Illuminance> SolidAngleUnit.solidAngle(illuminance: ScientificValue<PhysicalQuantity.Illuminance, IlluminanceUnit>, luminance: ScientificValue<PhysicalQuantity.Luminance, LuminanceUnit>): DefaultScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>
fun <LuminanceUnit : Luminance, SolidAngleUnit : SolidAngle, IlluminanceUnit : Illuminance, Value : ScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>> SolidAngleUnit.solidAngle(illuminance: ScientificValue<PhysicalQuantity.Illuminance, IlluminanceUnit>, luminance: ScientificValue<PhysicalQuantity.Luminance, LuminanceUnit>, factory: (Decimal, SolidAngleUnit) -> Value): Value
fun <IntensityUnit : LuminousIntensity, SolidAngleUnit : SolidAngle, FluxUnit : LuminousFlux> SolidAngleUnit.solidAngle(flux: ScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>, intensity: ScientificValue<PhysicalQuantity.LuminousIntensity, IntensityUnit>): DefaultScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>
fun <IntensityUnit : LuminousIntensity, SolidAngleUnit : SolidAngle, FluxUnit : LuminousFlux, Value : ScientificValue<PhysicalQuantity.SolidAngle, SolidAngleUnit>> SolidAngleUnit.solidAngle(flux: ScientificValue<PhysicalQuantity.LuminousFlux, FluxUnit>, intensity: ScientificValue<PhysicalQuantity.LuminousIntensity, IntensityUnit>, factory: (Decimal, SolidAngleUnit) -> Value): Value