I think the usual use case for computing vertex coords as transformed
by projection or modelview is that you have only a small number of
vertex, and need to figure out their distance or similar.

To do this you can just put the modelview matrix in one euclid
Matrix4, the projection matrix in another, multiply projection by
modelview and use this matrix to multiply any vertex you need.

Most of the intra-scene calculations you can do without any
transformation.

You can do hundreds of matrix * vector transformation in pure python
in an eyeblink.
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