Atlas UVs use a top-left origin, so (0,0) is in top-left corner, (1,1) is in bottom-right corner, just get the data from the resource.get_atlas() (API reference (Resource))
For meshes, the texcoord0 values you put in the buffer are typically normalized [0..1], and orientation is same: (0,0) top-left, (1,1) bottom-right.
So if you’re computing UVs from an atlas rect (x, y, w, h), where x,y are pixels from the top-left of the atlas, no inversion should be needed.
If you need a single image from an atlas, check out its metatadata using resource.get_atlas(), like explained e.g. here: Get animation frames of sprite at runtime, but bear in mind those coordinates will be in pixels (not normalized).
There is one pitfall with rotated images - here you can find a very good explanation on how to set properly images from atlas as textures for the meshes:
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