@Echulion, just a side note I thought of as I was replying to this post.
If you want a moving ground FoV, you could also keep the FoV pointing towards Z direction (Vector3D.PLUS_K) and use the Frame
attribute of GroundFieldOfViewDetector
to implement the motion.
Frames are by design meant to move with time, by using a TransformProvider
that will give you, at a given date, the Transform
between the frame and its parent (a TopocentricFrame
in the ground FoV case).