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