question involving UV mapping

Hi, I’m new to blender.

I was wondering if I could get some quick counsel on what would be the best way to proceed.

I have a 3d mesh I have unwrapped, and superimposed with a texture and I need to measure ANGLES of lines within the texture, referred to the UV coordinates of quads.

What would be the best way to do this? Is there information about the direction the quads are pointing in (x,y,z) coordinates that are stored internally?

Am i going to have to measure these angles digitally or are there tools that could do this for me?

What is the purpose of measuring these angles? If you could explain what you are trying to do, perhaps I could suggest alternate methods. I don’t know if you can get edge information from the UV coords, but with a regular mesh you can.

This is actually a mathematical application. I want to define a vector at each mesh vertex so that I can define a vector field. I have a picture of vectors lying flat on my unwrapped surface, so I was interested in seeing if I could use Blender to unwrap my modeled mesh and define a vector corresponding to each vertex in a quick and efficient way rather than having to do it digitally.

I have read some stuff about Blender’s ability to understand Vector Graphics (SVG file format import/export) which make me suspicious that something like this is actually possible.