+ out->m[0][0] = in[0];
+ out->m[1][0] = in[1];
+ out->m[2][0] = in[2];
+ out->m[3][0] = in[3];
+ out->m[0][1] = in[4];
+ out->m[1][1] = in[5];
+ out->m[2][1] = in[6];
+ out->m[3][1] = in[7];
+ out->m[0][2] = in[8];
+ out->m[1][2] = in[9];
+ out->m[2][2] = in[10];
+ out->m[3][2] = in[11];
+ out->m[0][3] = in[12];
+ out->m[1][3] = in[13];
+ out->m[2][3] = in[14];
+ out->m[3][3] = in[15];
+}
+
+void Matrix4x4_FromArrayDoubleD3D (matrix4x4_t *out, const double in[16])
+{
+ out->m[0][0] = in[0];
+ out->m[0][1] = in[1];
+ out->m[0][2] = in[2];
+ out->m[0][3] = in[3];
+ out->m[1][0] = in[4];
+ out->m[1][1] = in[5];
+ out->m[1][2] = in[6];
+ out->m[1][3] = in[7];
+ out->m[2][0] = in[8];
+ out->m[2][1] = in[9];
+ out->m[2][2] = in[10];
+ out->m[2][3] = in[11];
+ out->m[3][0] = in[12];
+ out->m[3][1] = in[13];
+ out->m[3][2] = in[14];
+ out->m[3][3] = in[15];
+}
+
+void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[12])
+{
+ out[ 0] = in->m[0][0];
+ out[ 1] = in->m[1][0];
+ out[ 2] = in->m[2][0];
+ out[ 3] = in->m[0][1];
+ out[ 4] = in->m[1][1];
+ out[ 5] = in->m[2][1];
+ out[ 6] = in->m[0][2];
+ out[ 7] = in->m[1][2];
+ out[ 8] = in->m[2][2];
+ out[ 9] = in->m[0][3];
+ out[10] = in->m[1][3];
+ out[11] = in->m[2][3];
+}
+
+void Matrix4x4_FromArray12FloatGL(matrix4x4_t *out, const float in[12])
+{
+ out->m[0][0] = in[0];
+ out->m[1][0] = in[1];
+ out->m[2][0] = in[2];
+ out->m[3][0] = 0;
+ out->m[0][1] = in[3];
+ out->m[1][1] = in[4];
+ out->m[2][1] = in[5];
+ out->m[3][1] = 0;
+ out->m[0][2] = in[6];
+ out->m[1][2] = in[7];
+ out->m[2][2] = in[8];
+ out->m[3][2] = 0;
+ out->m[0][3] = in[9];
+ out->m[1][3] = in[10];
+ out->m[2][3] = in[11];
+ out->m[3][3] = 1;
+}
+
+void Matrix4x4_ToArray12FloatD3D(const matrix4x4_t *in, float out[12])
+{
+ out[ 0] = in->m[0][0];
+ out[ 1] = in->m[0][1];
+ out[ 2] = in->m[0][2];
+ out[ 3] = in->m[0][3];
+ out[ 4] = in->m[1][0];
+ out[ 5] = in->m[1][1];
+ out[ 6] = in->m[1][2];
+ out[ 7] = in->m[1][3];
+ out[ 8] = in->m[2][0];
+ out[ 9] = in->m[2][1];
+ out[10] = in->m[2][2];
+ out[11] = in->m[2][3];
+}
+
+void Matrix4x4_FromArray12FloatD3D(matrix4x4_t *out, const float in[12])
+{
+ out->m[0][0] = in[0];
+ out->m[0][1] = in[1];
+ out->m[0][2] = in[2];
+ out->m[0][3] = in[3];
+ out->m[1][0] = in[4];
+ out->m[1][1] = in[5];
+ out->m[1][2] = in[6];
+ out->m[1][3] = in[7];
+ out->m[2][0] = in[8];
+ out->m[2][1] = in[9];
+ out->m[2][2] = in[10];
+ out->m[2][3] = in[11];
+ out->m[3][0] = 0;
+ out->m[3][1] = 0;
+ out->m[3][2] = 0;
+ out->m[3][3] = 1;
+}
+
+void Matrix4x4_FromOriginQuat(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z, double w)
+{
+ m->m[0][0]=1-2*(y*y+z*z);m->m[0][1]= 2*(x*y-z*w);m->m[0][2]= 2*(x*z+y*w);m->m[0][3]=ox;
+ m->m[1][0]= 2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[1][2]= 2*(y*z-x*w);m->m[1][3]=oy;
+ m->m[2][0]= 2*(x*z-y*w);m->m[2][1]= 2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[2][3]=oz;
+ m->m[3][0]= 0 ;m->m[3][1]= 0 ;m->m[3][2]= 0 ;m->m[3][3]=1;
+}
+
+// LordHavoc: I got this code from:
+//http://www.doom3world.org/phpbb2/viewtopic.php?t=2884
+void Matrix4x4_FromDoom3Joint(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z)
+{
+ double w = 1.0 - (x*x+y*y+z*z);
+ w = w > 0.0 ? -sqrt(w) : 0.0;
+ m->m[0][0]=1-2*(y*y+z*z);m->m[0][1]= 2*(x*y-z*w);m->m[0][2]= 2*(x*z+y*w);m->m[0][3]=ox;
+ m->m[1][0]= 2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[1][2]= 2*(y*z-x*w);m->m[1][3]=oy;
+ m->m[2][0]= 2*(x*z-y*w);m->m[2][1]= 2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[2][3]=oz;
+ m->m[3][0]= 0 ;m->m[3][1]= 0 ;m->m[3][2]= 0 ;m->m[3][3]=1;
+}
+
+void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, double blend)
+{
+ double iblend = 1 - blend;