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godot-docs-l10n/classes/es/class_raycast3d.rst
2025-12-19 14:34:07 +01:00

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.. _class_RayCast3D:
RayCast3D
=========
**Hereda:** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
Un rayo en el espacio 3D, utilizado para encontrar el primer objeto de colisión que interseca.
.. rst-class:: classref-introduction-group
Descripción
----------------------
A raycast represents a ray from its origin to its :ref:`target_position<class_RayCast3D_property_target_position>` that finds the closest object along its path, if it intersects any.
\ **RayCast3D** can ignore some objects by adding them to an exception list, by making its detection reporting ignore :ref:`Area3D<class_Area3D>`\ s (:ref:`collide_with_areas<class_RayCast3D_property_collide_with_areas>`) or :ref:`PhysicsBody3D<class_PhysicsBody3D>`\ s (:ref:`collide_with_bodies<class_RayCast3D_property_collide_with_bodies>`), or by configuring physics layers.
\ **RayCast3D** calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a **RayCast3D** multiple times within the same physics frame, use :ref:`force_raycast_update()<class_RayCast3D_method_force_raycast_update>`.
To sweep over a region of 3D space, you can approximate the region with multiple **RayCast3D**\ s or use :ref:`ShapeCast3D<class_ShapeCast3D>`.
.. rst-class:: classref-introduction-group
Tutoriales
--------------------
- :doc:`Ray casting <../tutorials/physics/ray-casting>`
- `Demo de Vóxeles en 3D <https://godotengine.org/asset-library/asset/2755>`__
.. rst-class:: classref-reftable-group
Propiedades
----------------------
.. table::
:widths: auto
+-------------------------------+------------------------------------------------------------------------------------+-----------------------+
| :ref:`bool<class_bool>` | :ref:`collide_with_areas<class_RayCast3D_property_collide_with_areas>` | ``false`` |
+-------------------------------+------------------------------------------------------------------------------------+-----------------------+
| :ref:`bool<class_bool>` | :ref:`collide_with_bodies<class_RayCast3D_property_collide_with_bodies>` | ``true`` |
+-------------------------------+------------------------------------------------------------------------------------+-----------------------+
| :ref:`int<class_int>` | :ref:`collision_mask<class_RayCast3D_property_collision_mask>` | ``1`` |
+-------------------------------+------------------------------------------------------------------------------------+-----------------------+
| :ref:`Color<class_Color>` | :ref:`debug_shape_custom_color<class_RayCast3D_property_debug_shape_custom_color>` | ``Color(0, 0, 0, 1)`` |
+-------------------------------+------------------------------------------------------------------------------------+-----------------------+
| :ref:`int<class_int>` | :ref:`debug_shape_thickness<class_RayCast3D_property_debug_shape_thickness>` | ``2`` |
+-------------------------------+------------------------------------------------------------------------------------+-----------------------+
| :ref:`bool<class_bool>` | :ref:`enabled<class_RayCast3D_property_enabled>` | ``true`` |
+-------------------------------+------------------------------------------------------------------------------------+-----------------------+
| :ref:`bool<class_bool>` | :ref:`exclude_parent<class_RayCast3D_property_exclude_parent>` | ``true`` |
+-------------------------------+------------------------------------------------------------------------------------+-----------------------+
| :ref:`bool<class_bool>` | :ref:`hit_back_faces<class_RayCast3D_property_hit_back_faces>` | ``true`` |
+-------------------------------+------------------------------------------------------------------------------------+-----------------------+
| :ref:`bool<class_bool>` | :ref:`hit_from_inside<class_RayCast3D_property_hit_from_inside>` | ``false`` |
+-------------------------------+------------------------------------------------------------------------------------+-----------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`target_position<class_RayCast3D_property_target_position>` | ``Vector3(0, -1, 0)`` |
+-------------------------------+------------------------------------------------------------------------------------+-----------------------+
.. rst-class:: classref-reftable-group
Métodos
--------------
.. table::
:widths: auto
+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`add_exception<class_RayCast3D_method_add_exception>`\ (\ node\: :ref:`CollisionObject3D<class_CollisionObject3D>`\ ) |
+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`add_exception_rid<class_RayCast3D_method_add_exception_rid>`\ (\ rid\: :ref:`RID<class_RID>`\ ) |
+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`clear_exceptions<class_RayCast3D_method_clear_exceptions>`\ (\ ) |
+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`force_raycast_update<class_RayCast3D_method_force_raycast_update>`\ (\ ) |
+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Object<class_Object>` | :ref:`get_collider<class_RayCast3D_method_get_collider>`\ (\ ) |const| |
+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`RID<class_RID>` | :ref:`get_collider_rid<class_RayCast3D_method_get_collider_rid>`\ (\ ) |const| |
+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_collider_shape<class_RayCast3D_method_get_collider_shape>`\ (\ ) |const| |
+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_collision_face_index<class_RayCast3D_method_get_collision_face_index>`\ (\ ) |const| |
+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`get_collision_mask_value<class_RayCast3D_method_get_collision_mask_value>`\ (\ layer_number\: :ref:`int<class_int>`\ ) |const| |
+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`get_collision_normal<class_RayCast3D_method_get_collision_normal>`\ (\ ) |const| |
+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`get_collision_point<class_RayCast3D_method_get_collision_point>`\ (\ ) |const| |
+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`is_colliding<class_RayCast3D_method_is_colliding>`\ (\ ) |const| |
+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`remove_exception<class_RayCast3D_method_remove_exception>`\ (\ node\: :ref:`CollisionObject3D<class_CollisionObject3D>`\ ) |
+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`remove_exception_rid<class_RayCast3D_method_remove_exception_rid>`\ (\ rid\: :ref:`RID<class_RID>`\ ) |
+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_collision_mask_value<class_RayCast3D_method_set_collision_mask_value>`\ (\ layer_number\: :ref:`int<class_int>`, value\: :ref:`bool<class_bool>`\ ) |
+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Descripciones de Propiedades
--------------------------------------------------------
.. _class_RayCast3D_property_collide_with_areas:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **collide_with_areas** = ``false`` :ref:`🔗<class_RayCast3D_property_collide_with_areas>`
.. rst-class:: classref-property-setget
- |void| **set_collide_with_areas**\ (\ value\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **is_collide_with_areas_enabled**\ (\ )
Si es ``true``, se informará de las colisiones con :ref:`Area3D<class_Area3D>`\ s.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_property_collide_with_bodies:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **collide_with_bodies** = ``true`` :ref:`🔗<class_RayCast3D_property_collide_with_bodies>`
.. rst-class:: classref-property-setget
- |void| **set_collide_with_bodies**\ (\ value\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **is_collide_with_bodies_enabled**\ (\ )
Si es ``true``, se informará de las colisiones con :ref:`PhysicsBody3D<class_PhysicsBody3D>`\ s.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_property_collision_mask:
.. rst-class:: classref-property
:ref:`int<class_int>` **collision_mask** = ``1`` :ref:`🔗<class_RayCast3D_property_collision_mask>`
.. rst-class:: classref-property-setget
- |void| **set_collision_mask**\ (\ value\: :ref:`int<class_int>`\ )
- :ref:`int<class_int>` **get_collision_mask**\ (\ )
La máscara de colisión del rayo. Solo se detectarán los objetos en al menos una capa de colisión habilitada en la máscara. Véase `Capas y máscaras de colisión <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ en la documentación para obtener más información.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_property_debug_shape_custom_color:
.. rst-class:: classref-property
:ref:`Color<class_Color>` **debug_shape_custom_color** = ``Color(0, 0, 0, 1)`` :ref:`🔗<class_RayCast3D_property_debug_shape_custom_color>`
.. rst-class:: classref-property-setget
- |void| **set_debug_shape_custom_color**\ (\ value\: :ref:`Color<class_Color>`\ )
- :ref:`Color<class_Color>` **get_debug_shape_custom_color**\ (\ )
The custom color to use to draw the shape in the editor and at run-time if **Visible Collision Shapes** is enabled in the **Debug** menu. This color will be highlighted at run-time if the **RayCast3D** is colliding with something.
If set to ``Color(0.0, 0.0, 0.0)`` (by default), the color set in :ref:`ProjectSettings.debug/shapes/collision/shape_color<class_ProjectSettings_property_debug/shapes/collision/shape_color>` is used.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_property_debug_shape_thickness:
.. rst-class:: classref-property
:ref:`int<class_int>` **debug_shape_thickness** = ``2`` :ref:`🔗<class_RayCast3D_property_debug_shape_thickness>`
.. rst-class:: classref-property-setget
- |void| **set_debug_shape_thickness**\ (\ value\: :ref:`int<class_int>`\ )
- :ref:`int<class_int>` **get_debug_shape_thickness**\ (\ )
Si se establece en ``1``, se utiliza una línea como forma de depuración. De lo contrario, se dibuja una pirámide truncada para representar el **RayCast3D**. Requiere que **Formas de colisión visibles** estén habilitadas en el menú **Depuración** para que la forma de depuración sea visible en tiempo de ejecución.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_property_enabled:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **enabled** = ``true`` :ref:`🔗<class_RayCast3D_property_enabled>`
.. rst-class:: classref-property-setget
- |void| **set_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **is_enabled**\ (\ )
Si es ``true``, se informará de las colisiones.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_property_exclude_parent:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **exclude_parent** = ``true`` :ref:`🔗<class_RayCast3D_property_exclude_parent>`
.. rst-class:: classref-property-setget
- |void| **set_exclude_parent_body**\ (\ value\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **get_exclude_parent_body**\ (\ )
Si es ``true``, este raycast no informará de colisiones con su nodo padre. Esta propiedad solo tiene efecto si el nodo padre es un :ref:`CollisionObject3D<class_CollisionObject3D>`. Véase también :ref:`Node.get_parent()<class_Node_method_get_parent>` y :ref:`add_exception()<class_RayCast3D_method_add_exception>`.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_property_hit_back_faces:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **hit_back_faces** = ``true`` :ref:`🔗<class_RayCast3D_property_hit_back_faces>`
.. rst-class:: classref-property-setget
- |void| **set_hit_back_faces**\ (\ value\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **is_hit_back_faces_enabled**\ (\ )
Si es ``true``, el rayo golpeará las caras posteriores con formas de polígono cóncavo con la cara posterior habilitada o formas de mapa de altura.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_property_hit_from_inside:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **hit_from_inside** = ``false`` :ref:`🔗<class_RayCast3D_property_hit_from_inside>`
.. rst-class:: classref-property-setget
- |void| **set_hit_from_inside**\ (\ value\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **is_hit_from_inside_enabled**\ (\ )
Si es ``true``, el rayo detectará un impacto al comenzar dentro de las formas. En este caso, la normal de colisión será ``Vector3(0, 0, 0)``. No afecta a las formas sin volumen como el polígono cóncavo o el mapa de altura.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_property_target_position:
.. rst-class:: classref-property
:ref:`Vector3<class_Vector3>` **target_position** = ``Vector3(0, -1, 0)`` :ref:`🔗<class_RayCast3D_property_target_position>`
.. rst-class:: classref-property-setget
- |void| **set_target_position**\ (\ value\: :ref:`Vector3<class_Vector3>`\ )
- :ref:`Vector3<class_Vector3>` **get_target_position**\ (\ )
El punto de destino del rayo, relativo a la :ref:`Node3D.position<class_Node3D_property_position>` de este raycast.
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Descripciones de Métodos
------------------------------------------------
.. _class_RayCast3D_method_add_exception:
.. rst-class:: classref-method
|void| **add_exception**\ (\ node\: :ref:`CollisionObject3D<class_CollisionObject3D>`\ ) :ref:`🔗<class_RayCast3D_method_add_exception>`
Añade una excepción de colisión para que el rayo no reporte colisiones con el ``node`` especificado.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_method_add_exception_rid:
.. rst-class:: classref-method
|void| **add_exception_rid**\ (\ rid\: :ref:`RID<class_RID>`\ ) :ref:`🔗<class_RayCast3D_method_add_exception_rid>`
Añade una excepción de colisión para que el rayo no reporte colisiones con el :ref:`RID<class_RID>` especificado.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_method_clear_exceptions:
.. rst-class:: classref-method
|void| **clear_exceptions**\ (\ ) :ref:`🔗<class_RayCast3D_method_clear_exceptions>`
Elimina todas las excepciones de colisión para este rayo.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_method_force_raycast_update:
.. rst-class:: classref-method
|void| **force_raycast_update**\ (\ ) :ref:`🔗<class_RayCast3D_method_force_raycast_update>`
Actualiza la información de colisión del rayo inmediatamente, sin esperar a la siguiente llamada a ``_physics_process``. Usa este método, por ejemplo, cuando el rayo o su padre han cambiado de estado.
\ **Nota:** No es necesario que :ref:`enabled<class_RayCast3D_property_enabled>` sea ``true`` para que esto funcione.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_method_get_collider:
.. rst-class:: classref-method
:ref:`Object<class_Object>` **get_collider**\ (\ ) |const| :ref:`🔗<class_RayCast3D_method_get_collider>`
Returns the first object that the ray intersects, or ``null`` if no object is intersecting the ray (i.e. :ref:`is_colliding()<class_RayCast3D_method_is_colliding>` returns ``false``).
\ **Note:** This object is not guaranteed to be a :ref:`CollisionObject3D<class_CollisionObject3D>`. For example, if the ray intersects a :ref:`CSGShape3D<class_CSGShape3D>` or a :ref:`GridMap<class_GridMap>`, the method will return a :ref:`CSGShape3D<class_CSGShape3D>` or :ref:`GridMap<class_GridMap>` instance.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_method_get_collider_rid:
.. rst-class:: classref-method
:ref:`RID<class_RID>` **get_collider_rid**\ (\ ) |const| :ref:`🔗<class_RayCast3D_method_get_collider_rid>`
Devuelve el :ref:`RID<class_RID>` del primer objeto que el rayo interseca, o un :ref:`RID<class_RID>` vacío si ningún objeto interseca el rayo (es decir, :ref:`is_colliding()<class_RayCast3D_method_is_colliding>` devuelve ``false``).
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_method_get_collider_shape:
.. rst-class:: classref-method
:ref:`int<class_int>` **get_collider_shape**\ (\ ) |const| :ref:`🔗<class_RayCast3D_method_get_collider_shape>`
Returns the shape ID of the first object that the ray intersects, or ``0`` if no object is intersecting the ray (i.e. :ref:`is_colliding()<class_RayCast3D_method_is_colliding>` returns ``false``).
To get the intersected shape node, for a :ref:`CollisionObject3D<class_CollisionObject3D>` target, use:
.. tabs::
.. code-tab:: gdscript
var target = get_collider() # A CollisionObject3D.
var shape_id = get_collider_shape() # The shape index in the collider.
var owner_id = target.shape_find_owner(shape_id) # The owner ID in the collider.
var shape = target.shape_owner_get_owner(owner_id)
.. code-tab:: csharp
var target = (CollisionObject3D)GetCollider(); // A CollisionObject3D.
var shapeId = GetColliderShape(); // The shape index in the collider.
var ownerId = target.ShapeFindOwner(shapeId); // The owner ID in the collider.
var shape = target.ShapeOwnerGetOwner(ownerId);
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_method_get_collision_face_index:
.. rst-class:: classref-method
:ref:`int<class_int>` **get_collision_face_index**\ (\ ) |const| :ref:`🔗<class_RayCast3D_method_get_collision_face_index>`
Devuelve el índice de la cara del objeto de colisión en el punto de colisión, o ``-1`` si la forma que interseca el rayo no es una :ref:`ConcavePolygonShape3D<class_ConcavePolygonShape3D>`.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_method_get_collision_mask_value:
.. rst-class:: classref-method
:ref:`bool<class_bool>` **get_collision_mask_value**\ (\ layer_number\: :ref:`int<class_int>`\ ) |const| :ref:`🔗<class_RayCast3D_method_get_collision_mask_value>`
Devuelve si la capa especificada de :ref:`collision_mask<class_RayCast3D_property_collision_mask>` está habilitada o no, dado un ``layer_number`` entre 1 y 32.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_method_get_collision_normal:
.. rst-class:: classref-method
:ref:`Vector3<class_Vector3>` **get_collision_normal**\ (\ ) |const| :ref:`🔗<class_RayCast3D_method_get_collision_normal>`
Devuelve la normal de la forma del objeto que interseca en el punto de colisión, o ``Vector3(0, 0, 0)`` si el rayo comienza dentro de la forma y :ref:`hit_from_inside<class_RayCast3D_property_hit_from_inside>` es ``true``.
\ **Nota:** Comprueba que :ref:`is_colliding()<class_RayCast3D_method_is_colliding>` devuelve ``true`` antes de llamar a este método para asegurarte de que la normal devuelta es válida y está actualizada.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_method_get_collision_point:
.. rst-class:: classref-method
:ref:`Vector3<class_Vector3>` **get_collision_point**\ (\ ) |const| :ref:`🔗<class_RayCast3D_method_get_collision_point>`
Devuelve el punto de colisión en el que el rayo interseca el objeto más cercano, en el sistema de coordenadas global. Si :ref:`hit_from_inside<class_RayCast3D_property_hit_from_inside>` es ``true`` y el rayo comienza dentro de una forma de colisión, esta función devolverá el punto de origen del rayo.
\ **Nota:** Comprueba que :ref:`is_colliding()<class_RayCast3D_method_is_colliding>` devuelve ``true`` antes de llamar a este método para asegurarte de que el punto devuelto es válido y está actualizado.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_method_is_colliding:
.. rst-class:: classref-method
:ref:`bool<class_bool>` **is_colliding**\ (\ ) |const| :ref:`🔗<class_RayCast3D_method_is_colliding>`
Devuelve si algún objeto se cruza con el vector del rayo (considerando la longitud del vector).
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_method_remove_exception:
.. rst-class:: classref-method
|void| **remove_exception**\ (\ node\: :ref:`CollisionObject3D<class_CollisionObject3D>`\ ) :ref:`🔗<class_RayCast3D_method_remove_exception>`
Elimina una excepción de colisión para que el rayo pueda informar de colisiones con el ``node`` especificado.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_method_remove_exception_rid:
.. rst-class:: classref-method
|void| **remove_exception_rid**\ (\ rid\: :ref:`RID<class_RID>`\ ) :ref:`🔗<class_RayCast3D_method_remove_exception_rid>`
Elimina una excepción de colisión para que el rayo pueda informar de colisiones con el :ref:`RID<class_RID>` especificado.
.. rst-class:: classref-item-separator
----
.. _class_RayCast3D_method_set_collision_mask_value:
.. rst-class:: classref-method
|void| **set_collision_mask_value**\ (\ layer_number\: :ref:`int<class_int>`, value\: :ref:`bool<class_bool>`\ ) :ref:`🔗<class_RayCast3D_method_set_collision_mask_value>`
Basado en ``value``, habilita o deshabilita la capa especificada en :ref:`collision_mask<class_RayCast3D_property_collision_mask>`, dado un ``layer_number`` entre 1 y 32.
.. |virtual| replace:: :abbr:`virtual (Normalmente, este método debería ser sobreescrito por el usuario para que tenga algún efecto.)`
.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
.. |const| replace:: :abbr:`const (Este método no tiene efectos secundarios. No modifica ninguna de las variables miembro de la instancia.)`
.. |vararg| replace:: :abbr:`vararg (Este método permite agregar cualquier número de argumentos después de los descritos aquí.)`
.. |constructor| replace:: :abbr:`constructor (Este método se utiliza para construir un tipo.)`
.. |static| replace:: :abbr:`static (Este método no necesita una instancia para ser llamado, por lo que puede llamarse directamente utilizando el nombre de la clase.)`
.. |operator| replace:: :abbr:`operator (Este método describe un operador válido para usar con este tipo como operando izquierdo.)`
.. |bitfield| replace:: :abbr:`BitField (Este valor es un entero compuesto como una máscara de bits de las siguientes banderas.)`
.. |void| replace:: :abbr:`void (Sin valor de retorno.)`