code: public static TFloatList generateTangents(TFloatList positions, TFloatList normals, TFloatList textures, TIntList indices) {
          final TFloatList tangents = new TFloatArrayList();
          generateTangents(positions, normals, textures, indices, tangents);
          return tangents;
      }
docs: Generate the tangents for the positions, normals and texture coords, according to the indices. This assumes that the positions and normals have 3 components, in the x, y, z order, and that the
  texture coords have 2, in the u, v (or s, t) order. The tangents are stored as a 4 component vector, in the x, y, z, w order. The w component represents the handedness for the bi-tangent
  computation, which must be computed with B = T_w * (N x T).
  
  @param positions The position components
  @param normals The normal components
  @param textures The texture coord components
  @param indices The indices
  @return The tangents