Checks the camera type before calling the pick
Makes the pick call recursive
Add a property to control the animation tick rate.

It may be useful to reduce the rate at which animations are calculated
to reduce the CPU load when 60 fps animations are not required.

The tick rate may be set globally for all nodes that implement
`animation.vwf` (after the animation component has loaded):

    node.find( "doc('http://vwf.example.com/animation.vwf')" )[0].animationTPS = 30;

Or just for individual nodes:

    node.animationTPS = 10;

The default animation tick rate is unchanged at 60 per second.
Merge pull request #317 from virtual-world-framework/mars-game-staging

Mars game staging
Removes incorrect Ring property

Kinetic documentation for the Ring class was wrong
Sets up the user interaction events correctly

The stage events are no longer set up by default, must set the
enableEvents property on the stage
Attempts to set a size for most all drawing objects
Updates for PR, and updated isKineticClass to be flexible
More updates for the PR
Removes extra semi-colon
Removes obsolete code
Swaps tabs out for spaces
Adds a var for the mouse being down
Fixes for the drawing shapes
Check the image property for validity before setting
Adds the image height and width to the information that is fired from the events
Adds some untested new functionality for arrows and borderRects
Adds the Vec2 class to the closure libraries

Vec3, and Vec4 are being included because they are dependencies of Mat4
and/or Quaternion.  Vec2 was not a dependency of either so I’ve added
this lib directly into the index.html.
Merge pull request #315 from virtual-world-framework/branch/animation-tps

Add a property to control the animation tick rate
Changes the stages variable to an object from an array