uvAt method
The second texture coordinate of a face's corner, where su and sv
are −1 or 1 along LightmapFace.u and LightmapFace.v — the same
corners BrushGeometry emits.
Implementation
LightmapUv uvAt(LightmapFace face, double su, double sv) => LightmapUv(
u: (face.x + (su + 1.0) * 0.5 * face.extentU * texelsPerMeter) / width,
v: (face.y + (sv + 1.0) * 0.5 * face.extentV * texelsPerMeter) / height,
);