float max = 30f;
float distance = CellPlacementUtils.getDistance(bv, fov, min, max);
// calculate the look vector to this cell -- we only care about the y axis
// rotation
Quaternion rotation = cell.getWorldTransform().getRotation(null);
Vector3f lookVec = CellPlacementUtils.getLookDirection(rotation, null);
// translate into a quaternion using lookAt
Quaternion look = new Quaternion();
look.lookAt(lookVec.negate(), Vector3f.UNIT_Y);
// find the origin by translating the look vector
Vector3f origin = lookVec.mult(distance);
origin.addLocal(cell.getWorldTransform().getTranslation(null));
return new CellTransform(look, origin);