About starting a new one, I have a very similar situation to pipoun
Nevertheless. The problem is actually quite different.
but his first point was to get a point from uv info
I found a lot of threads with the same argument.
that is because this is hard, theres no easy way to do this. Since uv cordinates do not a one to one mapping. Anyway Bateman describes quite exactly how you would do this. He even gracioulsy points out the relevant code. Its just that unless the situation is special its not possible to walk the tree this way.
So what you do is you find out the MFnMesh:: getPointAtUV to get the index, then assuming uvs do NOT overlap or you have some external data or intend to draw many points. You now know what face your targetting. Then you need to find out the barycentric cordinate of the uv space of said tesselated triangle of face this you can use to interpolate the coordinate as outlined.
Since your building geo its probebly easier to just work on edges tough this simplifies things quite a bit.
but to build some vertex geometry starting from uv coordinates.
That makes all the difference. You can now sidestep the entire problem in one batch action.
However! You dont actually need to wrok in uv space at all, you dont actually need to know the mapping form uv 2 to do this as you can use a indexing trick to THINK of the uv space as a 3d space which happens to work for splitting and such very well.
Secondarily you can allready do the same thing with exisiting maya nodes (multithreaded optimized i doubt your api code will beat that). you just need to split,warp the object to its uv coordinates, flat, use normal maya 3d tools and wrap it back, merge. So you can do the same in your node this saves you a lot of time trying to mine data up and down in structure thats ill suited for your probloem.
Or even simpler just make new object in uv space and use the second wrap to make it up in 3d space. If you serach with the right terms then youll see that ive demonstrated this about 50 or so times.
Offcourse its of NO use for getting the Tangent space.tangent-space-from-uv-coord