{"id":1836,"date":"2012-12-14T19:32:09","date_gmt":"2012-12-14T10:32:09","guid":{"rendered":"http:\/\/peta.okechan.net\/blog\/?p=1836"},"modified":"2016-03-03T17:18:40","modified_gmt":"2016-03-03T08:18:40","slug":"%e9%80%9a%e5%b8%b8%e3%81%ae%e3%82%b9%e3%82%ad%e3%83%8b%e3%83%b3%e3%82%b0%e3%81%a8%e3%83%87%e3%83%a5%e3%82%a2%e3%83%ab%e3%82%af%e3%82%aa%e3%83%bc%e3%82%bf%e3%83%8b%e3%82%aa%e3%83%b3%e3%81%ab%e3%82%88","status":"publish","type":"post","link":"https:\/\/peta.okechan.net\/blog\/archives\/1836","title":{"rendered":"\u901a\u5e38\u306e\u30b9\u30ad\u30cb\u30f3\u30b0\u3068\u30c7\u30e5\u30a2\u30eb\u30af\u30aa\u30fc\u30bf\u30cb\u30aa\u30f3\u306b\u3088\u308b\u30b9\u30ad\u30cb\u30f3\u30b0\u306e\u6bd4\u8f03"},"content":{"rendered":"<p>\u4f5c\u3063\u3066\u307f\u305f\u3001\u3068\u3044\u3046\u3060\u3051\u3067\u3059\u306e\u3067\u7d30\u304b\u3044\u8aac\u660e\u306b\u306f\u671f\u5f85\u3057\u306a\u3044\u3088\u3046\u306b\u3002<\/p>\n<p><iframe loading=\"lazy\" width=\"420\" height=\"315\" src=\"https:\/\/www.youtube-nocookie.com\/embed\/VvtvFjpzsVw?rel=0\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>\u5de6\u304c\u901a\u5e38\u306e\u30b9\u30ad\u30cb\u30f3\u30b0\uff08\u7dda\u5f62\u30d6\u30ec\u30f3\u30c9\uff09\u3001\u53f3\u304c\u30c7\u30e5\u30a2\u30eb\u30af\u30aa\u30fc\u30bf\u30cb\u30aa\u30f3\u306b\u3088\u308b\u30b9\u30ad\u30cb\u30f3\u30b0\u3067\u3059\u3002<br \/>\n\u30dc\u30fc\u30f3\u6570\u306f\u898b\u3066\u306e\u901a\u308a2\u3001\u30dd\u30ea\u30b4\u30f3\u6570\u306f\u5404\u3005114\u3067\u3059\u3002<br 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\/>\n\u3082\u3063\u3068\u751f\u7269\u7684\u306a\u3082\u306e\u3092\u30e2\u30c7\u30eb\u306b\u3059\u308b\u3068\u30de\u30c3\u30c1\u3059\u308b\u306e\u304b\u3082\u3057\u308c\u307e\u305b\u3093\u3002<\/p>\n<p>\u305f\u3060\u3001\u54c1\u8cea\u306f\u7f6e\u3044\u3068\u3044\u3066\u3082\u30dc\u30fc\u30f3\u6bce\u306b\u5fc5\u8981\u306a\u9802\u70b9\u30b7\u30a7\u30fc\u30c0\u306euniform\u5909\u6570\u306e\u30b5\u30a4\u30ba\u304c\u534a\u5206\u3067\u6e08\u3080\u306e\u306f\u304b\u306a\u308a\u306e\u5229\u70b9\u304b\u306a\u3068\u601d\u3044\u307e\u3059\u3002<br \/>\n\uff08\u30dc\u30fc\u30f3\u6bce\u306b\u5fc5\u8981\u306a4&#215;4\u306e\u5909\u63db\u884c\u5217\u304c\u3001\u30dc\u30fc\u30f3\u6bce\u306e4&#215;2\u306e\u30c7\u30e5\u30a2\u30eb\u30af\u30aa\u30fc\u30bf\u30cb\u30aa\u30f3\u3067\u6e08\u3080\uff09<\/p>\n<p>\u305d\u308c\u306b\u3001\u901a\u5e38\u306e\u30b9\u30ad\u30cb\u30f3\u30b0\u306e\u51e6\u7406\u30d5\u30ed\u30fc\u3092\u5927\u304d\u304f\u5909\u3048\u308b\u5fc5\u8981\u304c\u306a\u3044\u306e\u3082\u826f\u3044\u3067\u3059\u306d\u3002<br \/>\n\uff08\u30db\u30b9\u30c8\u30d7\u30ed\u30b0\u30e9\u30e0\u5074\u3067\u30dc\u30fc\u30f3\u306e\u5909\u63db\u884c\u5217\u3092\u30c7\u30e5\u30a2\u30eb\u30af\u30aa\u30fc\u30bf\u30cb\u30aa\u30f3\u306b\u5909\u63db\u3057\u3001\u9802\u70b9\u30b7\u30a7\u30fc\u30c0\u3067\u30c7\u30e5\u30a2\u30eb\u30af\u30aa\u30fc\u30bf\u30cb\u30aa\u30f3\u306e\u307e\u307e\u30d6\u30ec\u30f3\u30c9\u3057\u305f\u5f8c\u884c\u5217\u306b\u623b\u3057\u3066\u9802\u70b9\u3084\u6cd5\u7dda\u306b\u9069\u7528\u3059\u308b\u3060\u3051\uff09<\/p>\n<h3>\u4ee5\u4e0b\u5404\u9802\u70b9\u30b7\u30a7\u30fc\u30c0\u306e\u30bd\u30fc\u30b9<\/h3>\n<p>NormalSkinning.vsh<\/p>\n<pre class=\"brush: cpp; title: ; notranslate\" title=\"\">\r\n#define BONE_NUM 2\r\n\r\nattribute vec4 position;\r\nattribute vec3 normal;\r\nattribute vec2 weights;\r\n\r\nvarying lowp vec4 colorVarying;\r\n\r\nuniform mat4 projectionMatrix;\r\nuniform mat4 modelViewMatrix;\r\nuniform mat4 boneMatrices&#x5B;BONE_NUM];\r\n\r\nvoid main()\r\n{\r\n    \/\/ \u6cd5\u7dda\u306e\u5909\u63db\r\n    vec3 n = (mat3(boneMatrices&#x5B;0]) * normal) * weights.x\r\n           + (mat3(boneMatrices&#x5B;1]) * normal) * weights.y;\r\n    \r\n    \/\/ \u30e9\u30a4\u30c6\u30a3\u30f3\u30b0\r\n    vec3 eyeNormal = normalize(n);\r\n    vec3 lightPosition = vec3(1.0, 0.0, 1.0);\r\n    vec4 diffuseColor = vec4(0.4, 0.4, 1.0, 1.0);\r\n    float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));\r\n    colorVarying = diffuseColor * nDotVP;\r\n    \r\n    \/\/ \u9802\u70b9\u306e\u5909\u63db\r\n    vec4 p = (boneMatrices&#x5B;0] * position) * weights.x\r\n           + (boneMatrices&#x5B;1] * position) * weights.y;\r\n    gl_Position = projectionMatrix * modelViewMatrix * p;\r\n}\r\n<\/pre>\n<p>DualQuaternionSkinning.vsh<\/p>\n<pre class=\"brush: cpp; title: ; notranslate\" title=\"\">\r\n#define BONE_NUM 2\r\n\r\nattribute vec4 position;\r\nattribute vec3 normal;\r\nattribute vec2 weights;\r\n\r\nvarying lowp vec4 colorVarying;\r\n\r\nuniform mat4 projectionMatrix;\r\nuniform mat4 modelViewMatrix;\r\nuniform vec4 boneDQs&#x5B;BONE_NUM * 2];\r\n\r\nmat4 dq2matrix(vec4 Qn, vec4 Qd)\r\n{\r\n    \/\/ \u30c7\u30e5\u30a2\u30eb\u30af\u30aa\u30fc\u30bf\u30cb\u30aa\u30f3\u304b\u30894x4\u306e\u884c\u5217\u3092\u5f97\u308b\r\n    mat4 M = mat4(0.0);\r\n    float len2 = dot(Qn, Qn);\r\n    float w = Qn.w;\r\n    float x = Qn.x;\r\n    float y = Qn.y;\r\n    float z = Qn.z;\r\n    float t0 = Qd.w;\r\n    float t1 = Qd.x;\r\n    float t2 = Qd.y;\r\n    float t3 = Qd.z;\r\n    \r\n    M&#x5B;0]&#x5B;0] = w * w + x * x - y * y - z * z;\r\n    M&#x5B;1]&#x5B;0] = 2.0 * x * y - 2.0 * w * z;\r\n    M&#x5B;2]&#x5B;0] = 2.0 * x * z + 2.0 * w * y;\r\n    \r\n    M&#x5B;0]&#x5B;1] = 2.0 * x * y + 2.0 * w * z;\r\n    M&#x5B;1]&#x5B;1] = w * w + y * y - x * x - z * z;\r\n    M&#x5B;2]&#x5B;1] = 2.0 * y * z - 2.0 * w * x;\r\n    \r\n    M&#x5B;0]&#x5B;2] = 2.0 * x * z - 2.0 * w * y;\r\n    M&#x5B;1]&#x5B;2] = 2.0 * y * z + 2.0 * w * x;\r\n    M&#x5B;2]&#x5B;2] = w * w + z * z - x * x - y * y;\r\n    \r\n    M&#x5B;3]&#x5B;0] = -2.0 * t0 * x + 2.0 * w * t1 - 2.0 * t2 * z + 2.0 * y * t3;\r\n    M&#x5B;3]&#x5B;1] = -2.0 * t0 * y + 2.0 * t1 * z - 2.0 * x * t3 + 2.0 * w * t2;\r\n    M&#x5B;3]&#x5B;2] = -2.0 * t0 * z + 2.0 * x * t2 + 2.0 * w * t3 - 2.0 * t1 * y;\r\n    \r\n    M&#x5B;3]&#x5B;3] = len2;\r\n    \r\n    return M \/ len2;\r\n}\r\n\r\nvoid main()\r\n{\r\n    \/\/ \u30c7\u30e5\u30a2\u30eb\u30af\u30aa\u30fc\u30bf\u30cb\u30aa\u30f3\u3092\u5408\u6210\r\n    vec4 blendedDQ&#x5B;2];\r\n    blendedDQ&#x5B;0] = boneDQs&#x5B;0] * weights.x + boneDQs&#x5B;2] * weights.y;\r\n    blendedDQ&#x5B;1] = boneDQs&#x5B;1] * weights.x + boneDQs&#x5B;3] * weights.y;\r\n    \r\n    \/\/ \u30b9\u30ad\u30cb\u30f3\u30b0\u7528\u306e\u5909\u63db\u884c\u5217\u5316\r\n    mat4 skinTransform = dq2matrix(blendedDQ&#x5B;0], blendedDQ&#x5B;1]);\r\n    \r\n    \/\/ \u6cd5\u7dda\u306e\u5909\u63db\r\n    vec3 n = mat3(skinTransform) * normal;\r\n    \r\n    \/\/ \u30e9\u30a4\u30c6\u30a3\u30f3\u30b0\r\n    vec3 eyeNormal = normalize(n);\r\n    vec3 lightPosition = vec3(1.0, 0.0, 1.0);\r\n    vec4 diffuseColor = vec4(0.4, 0.4, 1.0, 1.0);\r\n    float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));\r\n    colorVarying = diffuseColor * nDotVP;\r\n    \r\n    \/\/ \u9802\u70b9\u306e\u5909\u63db\r\n    gl_Position = projectionMatrix * modelViewMatrix * skinTransform * position;\r\n}\r\n<\/pre>\n<h3>\u53c2\u8003<\/h3>\n<p><a href=\"http:\/\/isg.cs.tcd.ie\/projects\/DualQuaternions\/\" target=\"_blank\">Skinning with Dual Quaternions<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>\u4f5c\u3063\u3066\u307f\u305f\u3001\u3068\u3044\u3046\u3060\u3051\u3067\u3059\u306e\u3067\u7d30\u304b\u3044\u8aac\u660e\u306b\u306f\u671f\u5f85\u3057\u306a\u3044\u3088\u3046\u306b\u3002<\/p>\n<p><iframe loading=\"lazy\" width=\"420\" height=\"315\" src=\"https:\/\/www.youtube-nocookie.com\/embed\/VvtvFjpzsVw?rel=0\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>\u5de6\u304c\u901a\u5e38\u306e\u30b9\u30ad\u30cb\u30f3\u30b0\uff08\u7dda\u5f62\u30d6\u30ec\u30f3\u30c9\uff09\u3001\u53f3\u304c\u30c7\u30e5\u30a2\u30eb\u30af\u30aa\u30fc\u30bf\u30cb\u30aa\u30f3\u306b\u3088\u308b\u30b9\u30ad\u30cb\u30f3\u30b0\u3067\u3059\u3002<br \/>\n\u30dc\u30fc\u30f3\u6570\u306f\u898b\u3066\u306e\u901a\u308a2\u3001\u30dd\u30ea\u30b4\u30f3\u6570\u306f\u5404\u3005114\u3067\u3059\u3002<br \/>\n\uff08\u3061\u306a\u307f\u306b\u3053\u306e\u52d5\u753b\u306fiOS\u30b7\u30df\u30e5\u30ec\u30fc\u30bf\u3067\u52d5\u4f5c\u3057\u3066\u308b\u3082\u306e\u3092\u9332\u753b\u3057\u305f\u3082\u306e\u3067\u3059\u3002\uff09<\/p>\n<p>\u3057\u304b\u3057\u307e\u3041\u306a\u3093\u3068\u3044\u3046\u304b\u3001\u30c7\u30e5\u30a2\u30eb\u30af\u30aa\u30fc\u30bf\u30cb\u30aa\u30f3\u306b\u306f\u671f\u5f85\u3057\u3066\u305f\u3093\u3067\u3059\u304c\u3001\u30e2\u30c7\u30eb\u304c\u60aa\u3044\u304b\u3089\u304b\u3069\u3063\u3061\u3082\u3069\u3063\u3061\u3063\u3066\u611f\u3058\u304c\u3059\u308b\u3068\u3053\u308d\u304c\u6b8b\u5ff5\u3067\u3059\u3002<br \/>\n\u3082\u3063\u3068\u751f\u7269\u7684\u306a\u3082\u306e\u3092\u30e2\u30c7\u30eb\u306b\u3059\u308b\u3068\u30de\u30c3\u30c1\u3059\u308b\u306e\u304b\u3082\u3057\u308c\u307e\u305b\u3093\u3002<\/p>\n<p>\u305f\u3060\u3001\u54c1\u8cea\u306f\u7f6e\u3044\u3068\u3044\u3066\u3082\u30dc\u30fc\u30f3\u6bce\u306b\u5fc5\u8981\u306a\u9802\u70b9\u30b7\u30a7\u30fc\u30c0\u306euniform\u5909\u6570\u306e\u30b5\u30a4\u30ba\u304c\u534a\u5206\u3067\u6e08\u3080\u306e\u306f\u304b\u306a\u308a\u306e\u5229\u70b9\u304b\u306a\u3068\u601d\u3044\u307e\u3059\u3002<br \/>\n\uff08\u30dc\u30fc\u30f3\u6bce\u306b\u5fc5\u8981\u306a4&#215;4\u306e\u5909\u63db\u884c\u5217\u304c\u3001\u30dc\u30fc\u30f3\u6bce\u306e4&#215;2\u306e\u30c7\u30e5\u30a2\u30eb\u30af\u30aa\u30fc\u30bf\u30cb\u30aa\u30f3\u3067\u6e08\u3080\uff09<\/p>\n<p>\u305d\u308c\u306b\u3001\u901a\u5e38\u306e\u30b9\u30ad\u30cb\u30f3\u30b0\u306e\u51e6\u7406\u30d5\u30ed\u30fc\u3092\u5927\u304d\u304f\u5909\u3048\u308b\u5fc5\u8981\u304c\u306a\u3044\u306e\u3082\u826f\u3044\u3067\u3059\u306d\u3002<br \/>\n\uff08\u30db\u30b9\u30c8\u30d7\u30ed\u30b0\u30e9\u30e0\u5074\u3067\u30dc\u30fc\u30f3\u306e\u5909\u63db\u884c\u5217\u3092\u30c7\u30e5\u30a2\u30eb\u30af\u30aa\u30fc\u30bf\u30cb\u30aa\u30f3\u306b\u5909\u63db\u3057\u3001\u9802\u70b9\u30b7\u30a7\u30fc\u30c0\u3067\u30c7\u30e5\u30a2\u30eb\u30af\u30aa\u30fc\u30bf\u30cb\u30aa\u30f3\u306e\u307e\u307e\u30d6\u30ec\u30f3\u30c9\u3057\u305f\u5f8c\u884c\u5217\u306b\u623b\u3057\u3066\u9802\u70b9\u3084\u6cd5\u7dda\u306b\u9069\u7528\u3059\u308b\u3060\u3051\uff09<\/p>\n<h3>\u4ee5\u4e0b\u5404\u9802\u70b9\u30b7\u30a7\u30fc\u30c0\u306e\u30bd\u30fc\u30b9<\/h3>\n<p>NormalSkinning.vsh<\/p>\n<pre class=\"brush: cpp; title: ; notranslate\" title=\"\">\r\n#define BONE_NUM 2\r\n\r\nattribute vec4 position;\r\nattribute vec3 normal;\r\nattribute vec2 weights;\r\n\r\nvarying lowp vec4 colorVarying;\r\n\r\nuniform mat4 projectionMatrix;\r\nuniform mat4 modelViewMatrix;\r\nuniform mat4 boneMatrices&#x5B;BONE_NUM];\r\n\r\nvoid main()\r\n{\r\n    \/\/ \u6cd5\u7dda\u306e\u5909\u63db\r\n    vec3 n = (mat3(boneMatrices&#x5B;0]) * normal) * weights.x\r\n           + (mat3(boneMatrices&#x5B;1]) * normal) * weights.y;\r\n    \r\n    \/\/ \u30e9\u30a4\u30c6\u30a3\u30f3\u30b0\r\n    vec3 eyeNormal = normalize(n);\r\n    vec3 lightPosition = vec3(1.0, 0.0, 1.0);\r\n    vec4 diffuseColor = vec4(0.4, 0.4, 1.0, 1.0);\r\n    float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));\r\n    colorVarying = diffuseColor * nDotVP;\r\n    \r\n    \/\/ \u9802\u70b9\u306e\u5909\u63db\r\n    vec4 p = (boneMatrices&#x5B;0] * position) * weights.x\r\n           + (boneMatrices&#x5B;1] * position) * weights.y;\r\n    gl_Position = projectionMatrix * modelViewMatrix * p;\r\n}\r\n<\/pre>\n<p>DualQuaternionSkinning.vsh<\/p>\n<pre class=\"brush: cpp; title: ; notranslate\" title=\"\">\r\n#define BONE_NUM 2\r\n\r\nattribute vec4 position;\r\nattribute vec3 normal;\r\nattribute vec2 weights;\r\n\r\nvarying lowp vec4 colorVarying;\r\n\r\nuniform mat4 projectionMatrix;\r\nuniform mat4 modelViewMatrix;\r\nuniform vec4 boneDQs&#x5B;BONE_NUM * 2];\r\n\r\nmat4 dq2matrix(vec4 Qn, vec4 Qd)\r\n{\r\n    \/\/ \u30c7\u30e5\u30a2\u30eb\u30af\u30aa\u30fc\u30bf\u30cb\u30aa\u30f3\u304b\u30894x4\u306e\u884c\u5217\u3092\u5f97\u308b\r\n    mat4 M = mat4(0.0);\r\n    float len2 = dot(Qn, Qn);\r\n    float w = Qn.w;\r\n    float x = Qn.x;\r\n    float y = Qn.y;\r\n    float z = Qn.z;\r\n    float t0 = Qd.w;\r\n    float t1 = Qd.x;\r\n    float t2 = Qd.y;\r\n    float t3 = Qd.z;\r\n    \r\n    M&#x5B;0]&#x5B;0] = w * w + x * x - y * y - z * z;\r\n    M&#x5B;1]&#x5B;0] = 2.0 * x * y - 2.0 * w * z;\r\n    M&#x5B;2]&#x5B;0] = 2.0 * x * z + 2.0 * w * y;\r\n    \r\n    M&#x5B;0]&#x5B;1] = 2.0 * x * y + 2.0 * w * z;\r\n    M&#x5B;1]&#x5B;1] = w * w + y * y - x * x - z * z;\r\n    M&#x5B;2]&#x5B;1] = 2.0 * y * z - 2.0 * w * x;\r\n    \r\n    M&#x5B;0]&#x5B;2] = 2.0 * x * z - 2.0 * w * y;\r\n    M&#x5B;1]&#x5B;2] = 2.0 * y * z + 2.0 * w * x;\r\n    M&#x5B;2]&#x5B;2] = w * w + z * z - x * x - y * y;\r\n    \r\n    M&#x5B;3]&#x5B;0] = -2.0 * t0 * x + 2.0 * w * t1 - 2.0 * t2 * z + 2.0 * y * t3;\r\n    M&#x5B;3]&#x5B;1] = -2.0 * t0 * y + 2.0 * t1 * z - 2.0 * x * t3 + 2.0 * w * t2;\r\n    M&#x5B;3]&#x5B;2] = -2.0 * t0 * z + 2.0 * x * t2 + 2.0 * w * t3 - 2.0 * t1 * y;\r\n    \r\n    M&#x5B;3]&#x5B;3] = len2;\r\n    \r\n    return M \/ len2;\r\n}\r\n\r\nvoid main()\r\n{\r\n    \/\/ \u30c7\u30e5\u30a2\u30eb\u30af\u30aa\u30fc\u30bf\u30cb\u30aa\u30f3\u3092\u5408\u6210\r\n    vec4 blendedDQ&#x5B;2];\r\n    blendedDQ&#x5B;0] = boneDQs&#x5B;0] * weights.x + boneDQs&#x5B;2] * weights.y;\r\n    blendedDQ&#x5B;1] = boneDQs&#x5B;1] * weights.x + boneDQs&#x5B;3] * weights.y;\r\n    \r\n    \/\/ \u30b9\u30ad\u30cb\u30f3\u30b0\u7528\u306e\u5909\u63db\u884c\u5217\u5316\r\n    mat4 skinTransform = dq2matrix(blendedDQ&#x5B;0], blendedDQ&#x5B;1]);\r\n    \r\n    \/\/ \u6cd5\u7dda\u306e\u5909\u63db\r\n    vec3 n = mat3(skinTransform) * normal;\r\n    \r\n    \/\/ \u30e9\u30a4\u30c6\u30a3\u30f3\u30b0\r\n    vec3 eyeNormal = normalize(n);\r\n    vec3 lightPosition = vec3(1.0, 0.0, 1.0);\r\n    vec4 diffuseColor = vec4(0.4, 0.4, 1.0, 1.0);\r\n    float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));\r\n    colorVarying = diffuseColor * nDotVP;\r\n    \r\n    \/\/ \u9802\u70b9\u306e\u5909\u63db\r\n    gl_Position = projectionMatrix * modelViewMatrix * skinTransform * position;\r\n}\r\n<\/pre>\n<h3>\u53c2\u8003<\/h3>\n<p><a href=\"http:\/\/isg.cs.tcd.ie\/projects\/DualQuaternions\/\" target=\"_blank\">Skinning with Dual Quaternions<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[32],"tags":[435,436,413,434],"class_list":["post-1836","post","type-post","status-publish","format-standard","hentry","category-tech","tag-435","tag-436","tag-ios","tag-opengl"],"_links":{"self":[{"href":"https:\/\/peta.okechan.net\/blog\/wp-json\/wp\/v2\/posts\/1836","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/peta.okechan.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/peta.okechan.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/peta.okechan.net\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/peta.okechan.net\/blog\/wp-json\/wp\/v2\/comments?post=1836"}],"version-history":[{"count":0,"href":"https:\/\/peta.okechan.net\/blog\/wp-json\/wp\/v2\/posts\/1836\/revisions"}],"wp:attachment":[{"href":"https:\/\/peta.okechan.net\/blog\/wp-json\/wp\/v2\/media?parent=1836"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/peta.okechan.net\/blog\/wp-json\/wp\/v2\/categories?post=1836"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/peta.okechan.net\/blog\/wp-json\/wp\/v2\/tags?post=1836"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}