RotateVec3 = function (vec, axis, radians)
{
    //  Set the quaternion to our axis angle
    tmpQuat.setAxisAngle(axis, radians);

    //  Create a rotation matrix from the axis angle
    tmpMat4.fromRotationTranslation(tmpQuat, tmpVec3.set(0, 0, 0));

    //  Multiply our vector by the rotation matrix
    return vec.transformMat4(tmpMat4);
}
Rotates a vector in place by axis angle.

This is the same as transforming a point by an
axis-angle quaternion, but it has higher precision.

@function Phaser.Math.RotateVec3
@since 3.0.0

@param {Phaser.Math.Vector3} vec - The vector to be rotated.
@param {Phaser.Math.Vector3} axis - The axis to rotate around.
@param {number} radians - The angle of rotation in radians.

@return {Phaser.Math.Vector3} The given vector.