public static Matrix ToMatrixFixX(this float[] mat4x4) {
var matrix = mat4x4.ToMatrix();
Vector3 translation, scale;
Quaternion rotation;
matrix.Decompose(out scale, out rotation, out translation);
translation.X *= -1;
var axis = rotation.Axis;
axis.Y *= -1;
axis.Z *= -1;
rotation = Quaternion.RotationAxis(axis, rotation.Angle);
return Matrix.Scaling(scale) * Matrix.RotationQuaternion(rotation) * Matrix.Translation(translation);
}