You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: point.rs
    path of file: ./repos/rs_pbrt/src/lights
    
    the code of the file until where you have to start completion: // std
use std::cell::Cell;
use std::f32::consts::PI;
use std::sync::Arc;
// pbrt
use crate::core::geometry::pnt3_distance_squaredf;
use crate::core::geometry::{Normal3f, Point2f, Point3f, Ray, Vector3f};
use crate::core::interaction::{Interaction, InteractionCommon};
use crate::core::light::{LightFlags, VisibilityTester};
use crate::core::medium::{Medium, MediumInterface};
use crate::core::pbrt::{Float, Spectrum};
use crate::core::sampling::{uniform_sample_sphere, uniform_sphere_pdf};
use crate::core::scene::Scene;
use crate::core::transform::Transform;

// see point.h

#[der
    
    pub fn preprocess(&self, _scene: &Scene) {}
    /// Default implementation returns no emitted radiance for a ray
    /// that escapes the scene bounds.
    pub fn le(&self, _ray: &Ray) -> Spectrum {
        Spectrum::new(0.0 as Float)
    }
    pub fn pdf_li(&self, _iref: &dyn Interaction, _wi: &Vector3f) -> Float {
        0.0 as Float
    }
    pub fn sample_le(
        &self,
        u1: Point2f,
        _u2: Point2f,
        time: Float,
        ray: &mut Ray,
        n_light: &mut Normal3f,
        pdf_pos: &mut Float,
        pdf_dir: &mut Float,
    ) -> Spectrum {
        // TODO: ProfilePhase _(Prof::LightSample);
        *ray = Ray {
            o: self.p_light,
            d: uniform_sample_sphere(u1),
            t_max: Cell::new(std::f32::INFINITY),
            time,
            differential: None,
            medium: None,
        };
        *n_light = Normal3f::from(ray.d);
        *pdf_pos = 1.0 as Float;
        *pdf_dir = uniform_sphere_pdf();
        self.i
    }
    pub fn get_flags(&self) -> u8 {
        self.flags
    }
    pub fn get_n_samples(&self) -> i32 {
        self.n_samples
    }
    pub fn pdf_le(
        &self,
        _ray: &Ray,
        _n_light: &Normal3f,
        pdf_pos: &mut Float,
        pdf_dir: &mut Float,
    ) {
        *pdf_pos = 0.0 as Float;
        *pdf_dir = uniform_sphere_pdf();
    }
}