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ADR 0117 — Recursive rooms and front-facing shelves

Status: amended by ADR 0118 (the project is also a room and the front beam is the only closure) and by ADR 0119 (side shelves and upright sheets) · Date: 2026-11-08

Refines ADR 0115: rooms open into subrooms and shelves face the camera instead of sitting on side walls.

The first front room put shelves on the sides. From the camera, sheets were seen edge-on and the file was hard to read. Also, the overview should not be another room: it is the flat map of the first level, and only first-level folders are rooms.

The hierarchy must keep working in depth: a folder inside another cannot remain a decorative box with no visible content.

The overview is the flat 3D map of the repo’s first level. Each first-level folder is a room. Root files go to an overview shelf.

Not every file in the repo is drawn in the overview: each room shows its own.

A first-level folder opens its room. Inside:

  • its subfolders are cabinets on the floor;
  • clicking a cabinet opens another room with its children;
  • the rule repeats to the bottom of the tree.

The cabinet is the visual door to the subroom. There is no two-level limit.

Side shelves are removed. Sheets are placed on a shelf wall at the back, facing the camera:

  • sheet width and height are large;
  • depth is minimal;
  • the camera sees the cover, not the edge.

Subfolder cabinets sit on the floor in front of the shelves so they do not cover the sheets.

The camera remains front-facing. Entering a cabinet takes the same journey as entering a room: move closer, change scale and arrive at the new shelf. Going back reverses it.

Everything derives from the RenderModel and the current focus. No new lenses, no .codarch/ writes and no checksum change. It works on the code map and the documents/configuration map.

  • The overview stays clean; rooms carry the detail.
  • Sheets read from the front and labels make sense.
  • The hierarchy is recursive and does not break at the second level.
  • Cabinets may cover the lower shelf; camera and LOD will need tuning for large repos.
  • The space is still simple: floor, shelves and cabinets; wall and light polish comes later.
  • Side shelves. They are seen edge-on and the file loses readability.
  • Only two levels. Deep folders are left without a room.
  • Everything in the overview. The scale problem returns and the map gets crowded.
  • A drawer in the same room instead of a subroom. It breaks recursion and cannot hold a large tree.

Phase M77 · The front-facing Atlas.

  • ✅ The first-level overview.
  • ✅ Recursive rooms and cabinets.
  • ✅ Front shelves and camera-facing sheets.
  • ✅ Flight in and out.
  • ⬜ Wall, light and layout polish.
  • ⬜ LOD for rooms with many files.
  • ⬜ The full editor.

The record of what is done lives in the guide feed.