{"id":1827,"date":"2017-09-02T21:34:00","date_gmt":"2017-09-02T13:34:00","guid":{"rendered":"http:\/\/www.clonefactor.com\/wordpress\/?p=1827"},"modified":"2017-10-22T02:20:43","modified_gmt":"2017-10-21T18:20:43","slug":"flightagent-boid-develop-log","status":"publish","type":"post","link":"https:\/\/www.clonefactor.com\/wordpress\/program\/unity3d\/1827\/","title":{"rendered":"FlightAgent #Boid Develop log"},"content":{"rendered":"<p>\u7d00\u9304\u5230\u76ee\u524d\u70ba\u6b62\u7684 FlightAgent \u958b\u767c\u65e5\u8a8c\u6574\u7406.<\/p>\n<p>Log #1<br \/>\n\u70ba\u4e86\u5c0b\u627e\u4e00\u7a2e\u53ef\u4ee5\u6307\u5b9a\u822a\u9ede\u4e26\u4e14\u517c\u5bb9\u8a31\u7269\u4ef6\u53d7\u5230\u7269\u7406\u78b0\u649e\u5f71\u97ff\u7684\u65b9\u5f0f, \u6700\u5f8c\u5728Unity \u4e2d\u9078\u7528\u00a0Configurable Joint \u4f86\u9054\u6210\u98db\u884c agent \u7684\u6838\u5fc3.<\/p>\n<p><iframe loading=\"lazy\" title=\"Flight Agent Concept #Log 01\" width=\"1260\" height=\"945\" src=\"https:\/\/www.youtube.com\/embed\/b0F7MWnBg5g?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen><\/iframe><\/p>\n<p>\u5f71\u7247\u53ef\u898b, \u4ee5\u9019\u7a2e\u65b9\u5f0f\u5e36\u52d5\u7684 Rigidbody \u53ef\u4ee5\u53d7\u7269\u7406\u5f71\u97ff\u800c\u5e36\u52d5, \u4e26\u4e14\u80fd\u8986\u5beb\u89d2\u5ea6\u90e8\u4efd, \u6700\u91cd\u8981\u7684\u662f\u9019\u500b\u8a2d\u5b9a\u4e26\u4e0d\u9700\u8981\u5728 Rigidbody \u8eab\u4e0a\u505a\u4efb\u4f55\u7279\u5225\u8655\u7406.<\/p>\n<p>\u6240\u4ee5\u6982\u5ff5\u6a21\u578b\u70ba<\/p>\n<ul>\n<li>Agent (Rigidbody)<\/li>\n<li>Navigation Engine (Rigidbody + HiddenFlag + Configurable Joint &#8211; link to &#8220;Agent&#8221;)<\/li>\n<\/ul>\n<p>\u5169\u500b GameObject \u4e26\u7121\u5c64\u968e\u95dc\u4fc2, \u4ee5 Configurable Joint \u628a\u00a0 Navigation Enginie \u53ca Agent \u9023\u7d50\u8d77\u4f86, \u5c0e\u822a\u7cfb\u7d71\u5247\u76f4\u63a5\u5c0d Navigation \u9032\u884c RigidBody.MovePosition() \u5beb\u5165, \u4e26\u4ee5\u6b64\u5e36\u52d5 Agent \u7684\u79fb\u52d5.<\/p>\n<p>Log #2, #3<\/p>\n<p><iframe loading=\"lazy\" title=\"Flight Agent #Boids #Log 02\" width=\"1260\" height=\"945\" src=\"https:\/\/www.youtube.com\/embed\/qBpSs1iY3Yw?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"Flight Agent #Boids Optimize #Log 03\" width=\"1260\" height=\"945\" src=\"https:\/\/www.youtube.com\/embed\/NwLE2w9tu_Q?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen><\/iframe><\/p>\n<p>R&amp;D \u5f8c\u767c\u73fe, \u597d\u50cf\u5927\u90e8\u4efd\u7684\u00a0stanford university CS student \u4e5f\u559c\u6b61\u7528 Boid \u4f86\u505a FYP&#8230; \u6240\u4ee5\u7db2\u7d61\u4e0a\u4e5f\u6709\u5f88\u591a\u76f8\u95dc\u7684\u8cc7\u6e90\u53ca\u6e90\u78bc\u767c\u4f48.<\/p>\n<p>\u9019\u5169\u500b Log \u4e3b\u8981\u662f Implement \u53ca optimization \u5728 boid + flocking \u7684\u7cfb\u7d71\u8cc7\u6e90\u4e0a (\u7db2\u4e0a&#8230;\u5927\u90e8\u4efd\u7684\u6e90\u78bc\u5beb\u5f97\u6709\u9ede\u5403\u8cc7\u6e90)<\/p>\n<p>Agent \u8207 Agent \u4e4b\u9593\u7684\u9593\u95dc\u4fc2, \u53ca\u5982\u4f55\u9032\u884c flocking \u7684\u4e09\u5927\u539f\u5247\u7b49\u7b49 (3-simple-rules-of-flocking).<\/p>\n<p>&nbsp;<\/p>\n<p>#Log 4<\/p>\n<p><iframe loading=\"lazy\" title=\"Flight Agent #Boids group patrol #Log 04\" width=\"1260\" height=\"945\" src=\"https:\/\/www.youtube.com\/embed\/KqFl433oa4Y?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen><\/iframe><\/p>\n<p>\u4e3b\u8981\u662f\u512a\u5316 flocking \u7684 \u670b\u53cb\u8a8d\u8b49\u65b9\u5f0f, \u4ee5\u4e0b\u9762\u7684\u539f\u5247\u9032\u884c\u8a08\u7b97<\/p>\n<ol>\n<li>const \u8a2d\u5b9a distance bias (sqr), \u5c0d\u6bd4\u672c\u9ad4\u8207\u53ca\u7bc4\u570d\u5167\u7684 agent \u624d\u958b\u59cb\u9032\u884c\u8a08\u7b97<\/li>\n<li>const \u8a2d\u5b9a angle bias (0f~1f), \u5c0d\u6bd4\u672c\u9ad4\u8207\u5176\u5b83 agent&#8217;s velocity direction dot value.<\/li>\n<li>const \u8a2d\u5b9aSpeed bias \u503c, \u4e26\u6bd4\u5176 velocity (sqr) \u662f\u5426\u5728\u8aa4\u5dee\u7bc4\u570d\u5167.<\/li>\n<\/ol>\n<p>\u6eff\u8db3\u4ee5\u4e0a\u689d\u4ef6\u7684 Agent \u6703\u88ab\u5217\u70ba\u670b\u53cb,\u00a0\u52a0\u5165\u5230 private List&lt;Agents&gt; m_TaggedBoid \u5167, \u7528\u65bc boid \u65cf\u7fa4\u904b\u7b97\u5167.<\/p>\n<p># Log 5, 6, 7, 8 , 9<br \/>\n\u662f Agent \u7684 optimization,<\/p>\n<p><iframe loading=\"lazy\" title=\"FlightAgent #Boid Obstacle Avoidance, #Log 09\" width=\"1260\" height=\"945\" src=\"https:\/\/www.youtube.com\/embed\/7kongp_rfhc?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen><\/iframe><\/p>\n<p>&#8211; using Vector4 to store Vector3+weight info.<br \/>\n&#8211; re-construct steering factor, using interface to queue up the different steering factor<br \/>\n\u91cd\u5beb Agent \u4ee3\u78bc, \u4f7f steering factor \u8b8a\u5f97\u53ef\u64f4\u5c55\u6216\u9032\u884c\u52d5\u614b\u52a0\u6e1b.<\/p>\n<p>&#8211; each boid have their own short term memory, represent in time.<br \/>\n\u5373 Log 4 \u7684\u65cf\u7fa4\u904b\u7b97\u512a\u5316, \u6bcf\u53ea agent \u5efa\u69cb\u662f\u6c7a\u5b9a\u5176\u66f4\u65b0\u9593\u9694\u5f8c, \u6bcf\u6b21\u6aa2\u5b9a\u5f8c\u9700 cooldown, \u6e1b\u5c11 agent \u9032\u884c\u5168\u57df\u7684 distance \u904b\u7b97\u91cf, \u539f\u672c\u70ba O(n ^ n), \u56e0\u70ba\u5fc5\u9700\u4f7f\u7528\u5176 position, \u6240\u4ee5\u53ea\u80fd\u7528 cache \u6e1b\u5c0f\u5b58\u53d6 U3D API \u7684\u6578\u91cf, \u4f46\u57fa\u672c logic \u4e0d\u80fd\u6539\u8b8a. \u6545\u4ee5\u6642\u9593\u53ca Frame lock \u932f\u958b Agent \u7684\u904b\u7b97\u91cf.<\/p>\n<p>&#8211; using Centroid to calculate the final position.<br \/>\nAgent \u6bcf\u5e40\u7684\u884c\u9032\u89d2\u5ea6\u4e0d\u518d\u662f\u7531 &#8220;\u81ea\u5df1&#8221; \u53ca &#8220;\u8def\u5f91&#8221; \u4e2d\u8a08\u7b97, \u6539\u70ba\u65cf\u7fa4\u7684\u8cea\u5fc3\u53d6\u5f97\u89d2\u5ea6\u503c\u5f8c\u8f49\u63db\u70ba Local \u7684\u76f8\u5c0d\u89d2\u5ea6.<br \/>\n\u9019\u4fee\u6539\u4ee4 Agent \u4e0d\u6703\u518d\u8a66\u5716\u5728\u9577\u8ddd\u96e2\u53ca\u5171\u540c\u76ee\u6a19\u7684\u60c5\u6cc1\u4e0b, \u4e92\u76f8\u6436\u4f54\u6700\u4f73\u5316\u8def\u7dda. \u8b8a\u5f97\u66f4&#8221;\u79ae\u8b93\/\u5408\u7fa4&#8221;&#8230;.<\/p>\n<p># Log 10, 11<\/p>\n<p>\u6b63\u5f0f\u9032\u884c\u00a0Octree\u00a0\u5efa\u69cb<\/p>\n<p><iframe loading=\"lazy\" title=\"Octree map bake test, #Log 11\" width=\"1260\" height=\"945\" src=\"https:\/\/www.youtube.com\/embed\/hL0CwJI2Qwk?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen><\/iframe><\/p>\n<p>Implement realtime bake Octree<\/p>\n<ul>\n<li>Z-order<\/li>\n<li>obstacle shape detect &amp; re-construct<\/li>\n<\/ul>\n<p>\u5b78\u7fd2\u4e00\u822c\u7684 Octree \u7d50\u69cb\u5efa\u7acb, \u8a73\u898b\u53c3\u8003\u6587\u7ae0.<\/p>\n<p># Log 12<\/p>\n<p><iframe loading=\"lazy\" title=\"Octree map bake test, #Log 12\" width=\"1260\" height=\"945\" src=\"https:\/\/www.youtube.com\/embed\/j_voWrn7uK0?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen><\/iframe><\/p>\n<p>&#8211; Async bake octree, remove all event listener than done in Log 10,11, because fucking slow.<br \/>\n\u91cd\u5beb Octree \u5efa\u69cb\u4e26\u652f\u6301 runtime async reconstruction, \u79fb\u9664 Log 10, 11 \u4e2d\u6240\u6709\u5167\u90e8 event, \u56e0\u70ba\u8d85\u7d1a\u6162.<br \/>\nOctree \u6e2c\u8a66\u4e2d\u7684 node \u6578\u91cf\u70ba 6k, \u6bcf\u5e40 Add event \u7684\u6578\u91cf\u9054\u5230 60000\u6b21, alloc memory\u7d04 1MB.<br \/>\n\u5168\u90e8\u6539\u70ba Func&lt;&gt; callback<\/p>\n<p>&#8211; Based on octree and try to connect the leaf nodes\u00a0neighbor, to form region, and try to use that for A* pathfinding.<br \/>\n\u65bc octree \u7684 leaf node \u4e0a\u9032\u884c neighbor \u641c\u7d22, \u4e26\u8a66\u5716\u4ee5\u6b64\u6e1b\u5c11 A* \u641c\u5c0b\u8def\u7d93\u6642\u9700\u6aa2\u7d22\u7684 node \u6578\u91cf.<\/p>\n<p>&#8211; use Obstacle class to internal handle update position and dispatch event.<br \/>\n\u6240\u6709 Obstacle \u65bc\u52a0\u5165 Octree \u5f8c\u6703\u7f6e\u5165\u7d00\u9304, \u4e26\u901a\u904e\u5167\u90e8\u9032\u884c\u4f4d\u7f6e\u66f4\u65b0, (\u5ffd\u7565\u5f80\u5f8c\u6240\u6709\u76f8\u540cObstacle \u56de\u5831)<br \/>\n\u66f4\u65b0\u7684\u65b9\u5f0f\u901a\u904e\u6aa2\u67e5 GameObject \u7684 transform \u662f\u5426\u6709\u66f4\u6539\u70ba\u6982\u5ff5, \u65bc 0.3s ~ 10.0s \u9593\u9032\u884c.<\/p>\n<ul>\n<li>if position changed, current update interval divide by 2;<\/li>\n<li>if position NOT changed, current update interval doubled.<\/li>\n<\/ul>\n<p>\u6b64\u4fee\u6539\u4ee4 octree \u7684\u5730\u5f62\u6aa2\u6e2c\u4f7f\u7528\u4e4b\u7269\u7406 API, BoxOverlap \u6e1b\u5c11\u70ba 1.<\/p>\n<p># Log 13, 14, 14.1<br \/>\nPath finding logic<\/p>\n<p><iframe loading=\"lazy\" title=\"Octree pathfind, #Log 14\" width=\"1260\" height=\"945\" src=\"https:\/\/www.youtube.com\/embed\/Rsva8XcmY5c?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen><\/iframe><\/p>\n<p>&#8211; optimize and refactor classes. removed node region. (learn by mistake)<br \/>\n\u79fb\u9664\u6574\u500b node region. \u56e0\u70ba\u5f88\u6162.<\/p>\n<p>&#8211; implement LazyThetaStar pathfinder,<\/p>\n<p>&#8211; dynamic runtime update obstacle and path finding for each agents.<\/p>\n<p>\u53c3\u8003\u8cc7\u6599:<\/p>\n<ul>\n<li>boids\n<ul>\n<li><a href=\"https:\/\/gamedevelopment.tutsplus.com\/tutorials\/3-simple-rules-of-flocking-behaviors-alignment-cohesion-and-separation--gamedev-3444\">https:\/\/gamedevelopment.tutsplus.com\/tutorials\/3-simple-rules-of-flocking-behaviors-alignment-cohesion-and-separation&#8211;gamedev-3444<\/a><\/li>\n<li><a href=\"https:\/\/gamedevelopment.tutsplus.com\/tutorials\/understanding-goal-based-vector-field-pathfinding--gamedev-9007\">https:\/\/gamedevelopment.tutsplus.com\/tutorials\/understanding-goal-based-vector-field-pathfinding&#8211;gamedev-9007<\/a><\/li>\n<li><a href=\"http:\/\/satirist.org\/ai\/starcraft\/blog\/categories\/24-pathfinding\">http:\/\/satirist.org\/ai\/starcraft\/blog\/categories\/24-pathfinding<\/a><\/li>\n<li><a href=\"https:\/\/gamedev.stackexchange.com\/questions\/130114\/reconciling-flocking-and-a-theory\">https:\/\/gamedev.stackexchange.com\/questions\/130114\/reconciling-flocking-and-a-theory<\/a><\/li>\n<li><a href=\"https:\/\/github.com\/antonpantev\/unity-movement-ai\">https:\/\/github.com\/antonpantev\/unity-movement-ai<\/a><\/li>\n<li><a href=\"http:\/\/harry.me\/blog\/2011\/02\/17\/neat-algorithms-flocking\/\">http:\/\/harry.me\/blog\/2011\/02\/17\/neat-algorithms-flocking\/<\/a><\/li>\n<\/ul>\n<\/li>\n<li>Path finding\n<ul>\n<li><a href=\"https:\/\/blog.nobel-joergensen.com\/2011\/02\/26\/a-path-finding-algorithm-in-unity\/\">https:\/\/blog.nobel-joergensen.com\/2011\/02\/26\/a-path-finding-algorithm-in-unity\/<\/a><\/li>\n<li><a href=\"https:\/\/legionbot.blogspot.hk\/search?updated-max=2012-09-25T20:36:00-07:00&amp;max-results=6\">https:\/\/legionbot.blogspot.hk\/search?updated-max=2012-09-25T20:36:00-07:00&amp;max-results=6<\/a><\/li>\n<li><a href=\"https:\/\/harablog.wordpress.com\/2011\/09\/07\/jump-point-search\/\">https:\/\/harablog.wordpress.com\/2011\/09\/07\/jump-point-search\/<\/a> (<a href=\"https:\/\/harablog.wordpress.com\/\">https:\/\/harablog.wordpress.com\/<\/a>)<\/li>\n<li><a href=\"http:\/\/www.red3d.com\/cwr\/steer\/gdc99\/\">http:\/\/www.red3d.com\/cwr\/steer\/gdc99\/<\/a> (with fly, steering behaviors)<\/li>\n<\/ul>\n<\/li>\n<li>Navigation (Path finding+)\n<ul>\n<li><a href=\"https:\/\/www.gamedev.net\/articles\/programming\/general-and-gameplay-programming\/introduction-to-octrees-r3529\/\">https:\/\/www.gamedev.net\/articles\/programming\/general-and-gameplay-programming\/introduction-to-octrees-r3529\/<\/a><\/li>\n<li><a href=\"https:\/\/www.codeproject.com\/Articles\/28334\/Octree-Search\">https:\/\/www.codeproject.com\/Articles\/28334\/Octree-Search<\/a><\/li>\n<li><a href=\"https:\/\/github.com\/Nition\/UnityOctree\">https:\/\/github.com\/Nition\/UnityOctree<\/a><\/li>\n<li><a href=\"https:\/\/github.com\/Pixelstudio\/Octree\">https:\/\/github.com\/Pixelstudio\/Octree<\/a><\/li>\n<li><a href=\"http:\/\/aigamedev.com\/open\/tutorial\/lazy-theta-star\/\">http:\/\/aigamedev.com\/open\/tutorial\/lazy-theta-star\/<\/a><\/li>\n<li><a href=\"http:\/\/www2.cs.uregina.ca\/~anima\/408\/Notes\/Crowds\/HybridVectorFieldPathfinding.htm\">http:\/\/www2.cs.uregina.ca\/~anima\/408\/Notes\/Crowds\/HybridVectorFieldPathfinding.htm<\/a><\/li>\n<li><a href=\"https:\/\/howtorts.github.io\/2014\/01\/04\/basic-flow-fields.html\">https:\/\/howtorts.github.io\/2014\/01\/04\/basic-flow-fields.html<\/a><\/li>\n<li><a href=\"https:\/\/williamtingley.tech.blog\/2016\/12\/11\/flow-field-pathfinding\/\">https:\/\/williamtingley.tech.blog\/2016\/12\/11\/flow-field-pathfinding\/<\/a>\u00a0(example)<\/li>\n<li><a href=\"http:\/\/aigamedev.com\/open\/review\/near-optimal-hierarchical-pathfinding\/\">http:\/\/aigamedev.com\/open\/review\/near-optimal-hierarchical-pathfinding\/<\/a><\/li>\n<li><a href=\"http:\/\/jceipek.com\/Olin-Coding-Tutorials\/pathing.html\">http:\/\/jceipek.com\/Olin-Coding-Tutorials\/pathing.html<\/a><\/li>\n<\/ul>\n<\/li>\n<li>Priority Queue\n<ul>\n<li><a href=\"https:\/\/en.wikipedia.org\/wiki\/Priority_queue\">https:\/\/en.wikipedia.org\/wiki\/Priority_queue<\/a><\/li>\n<li><a href=\"http:\/\/alrightchiu.github.io\/SecondRound\/priority-queueintrojian-jie.html\">http:\/\/alrightchiu.github.io\/SecondRound\/priority-queueintrojian-jie.html<\/a><\/li>\n<li><a href=\"http:\/\/blog.lance.tw\/posts\/2014\/07\/26\/basic-data-structure-priority-queue\/\">http:\/\/blog.lance.tw\/posts\/2014\/07\/26\/basic-data-structure-priority-queue\/<\/a><\/li>\n<li><a href=\"https:\/\/github.com\/BlueRaja\/High-Speed-Priority-Queue-for-C-Sharp\">https:\/\/github.com\/BlueRaja\/High-Speed-Priority-Queue-for-C-Sharp<\/a><\/li>\n<\/ul>\n<\/li>\n<li>Motion Planning\n<ul>\n<li><a href=\"http:\/\/planning.cs.uiuc.edu\/\">http:\/\/planning.cs.uiuc.edu\/<\/a><\/li>\n<\/ul>\n<\/li>\n<li>Data structure\n<ul>\n<li><a href=\"http:\/\/kucg.korea.ac.kr\/new\/seminar\/2010\/src\/paper-2010-11-17.pdf\">http:\/\/kucg.korea.ac.kr\/new\/seminar\/2010\/src\/paper-2010-11-17.pdf<\/a> (Linkless Octree, data compression rate 95.6%)<\/li>\n<li><a href=\"http:\/\/www.forceflow.be\/2013\/10\/07\/morton-encodingdecoding-through-bit-interleaving-implementations\/\">http:\/\/www.forceflow.be\/2013\/10\/07\/morton-encodingdecoding-through-bit-interleaving-implementations\/<\/a>\u00a0Octree Z-order<\/li>\n<li><a href=\"http:\/\/thomas.lewiner.org\/pdfs\/fastdualoctree_sgp.pdf\">http:\/\/thomas.lewiner.org\/pdfs\/fastdualoctree_sgp.pdf<\/a>\u00a0(fast generation of pointerless octree duals) { face, edge, vert Process }<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p>\u6240\u6709\u5f71\u7247\u7d00\u9304 (continue update)<\/p>\n<p><iframe loading=\"lazy\" title=\"Flight Agent \/ Boids\" width=\"1260\" height=\"709\" src=\"https:\/\/www.youtube.com\/embed\/videoseries?list=PLqWdGhE5Md0JN27ojdfqyjgAM0I6dlD5N\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen><\/iframe><\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>\u7d00\u9304\u5230\u76ee\u524d\u70ba\u6b62\u7684 FlightAgent \u958b\u767c\u65e5\u8a8c\u6574\u7406. Log #1 \u70ba\u4e86\u5c0b\u627e\u4e00\u7a2e\u53ef\u4ee5\u6307\u5b9a\u822a\u9ede\u4e26\u4e14 &hellip;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[11],"tags":[61,97,100,43],"class_list":["post-1827","post","type-post","status-publish","format-standard","hentry","category-unity3d","tag-ai","tag-flight","tag-pathfinding","tag-unity3d-2"],"_links":{"self":[{"href":"https:\/\/www.clonefactor.com\/wordpress\/wp-json\/wp\/v2\/posts\/1827","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.clonefactor.com\/wordpress\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.clonefactor.com\/wordpress\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.clonefactor.com\/wordpress\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.clonefactor.com\/wordpress\/wp-json\/wp\/v2\/comments?post=1827"}],"version-history":[{"count":0,"href":"https:\/\/www.clonefactor.com\/wordpress\/wp-json\/wp\/v2\/posts\/1827\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.clonefactor.com\/wordpress\/wp-json\/wp\/v2\/media?parent=1827"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.clonefactor.com\/wordpress\/wp-json\/wp\/v2\/categories?post=1827"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.clonefactor.com\/wordpress\/wp-json\/wp\/v2\/tags?post=1827"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}