fix(server): set breathing_band_power for skeleton animation from vitals

When presence is detected via edge vitals, set breathing_band_power to
0.5 so the UI's torso breathing animation works. Previously hardcoded
to 0.0 which made the skeleton appear static even when breathing rate
was being reported.

Co-Authored-By: claude-flow <ruv@ruv.net>
This commit is contained in:
ruv 2026-03-27 17:10:10 -04:00
parent 0a80b8e860
commit 3a7af6d6f0
1 changed files with 1 additions and 1 deletions

View File

@ -2846,7 +2846,7 @@ async fn udp_receiver_task(state: SharedState, udp_port: u16) {
mean_rssi: vitals.rssi as f64,
variance: vitals.motion_energy as f64,
motion_band_power: vitals.motion_energy as f64,
breathing_band_power: 0.0,
breathing_band_power: if vitals.presence { 0.5 } else { 0.0 },
dominant_freq_hz: vitals.breathing_rate_bpm / 60.0,
change_points: 0,
spectral_power: vitals.motion_energy as f64,