The result of matrix transformation is abnormal(Black shadow).

if __name__ == '__main__':
    mgs = []
    poly = vtkCylinderSource()
    poly.SetResolution(20)
    poly.SetRadius(12)
    poly.SetHeight(2)
    poly.CappingOn()
    poly.Update()
    mgs.append(poly.GetOutput())

    transformMatrix = [0, 1, 0, 0, 0, 0, 1, 0, -1, 0, 0, 0, 1, 2, 3, 1]
    # transformMatrix = [-1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 2, 3, 1]
    
    mtxRot = np.array(transformMatrix).reshape(4, 4, order='F').reshape(-1).tolist()
    mtxTr2 = vtkMatrix4x4()
    mtxTr2.DeepCopy(mtxRot)

    transform = vtkTransform()
    transform.SetMatrix(mtxTr2)

    transform_filter = vtkTransformPolyDataFilter()  # vtkTransformFilter()
    transform_filter.SetTransform(transform)
    transform_filter.SetInputData(poly.GetOutput())
    transform_filter.Update()

    mgs.append(transform_filter.GetOutput())

    renderer = vtkRenderer()
    renderWindow = vtkRenderWindow()
    renderWindow.SetWindowName("ConvexPointSet")
    renderWindow.AddRenderer(renderer)
    renderWindowInteractor = vtkRenderWindowInteractor()
    renderWindowInteractor.SetRenderWindow(renderWindow)

    for num, mg in enumerate(mgs):
        cubeActor = vtkActor()
        cubeActor.GetProperty().SetColor(num, num + 1, 1)
        cubeActor.VisibilityOn()

        mapper = vtkPolyDataMapper()
        mapper.SetInputData(mg)
        # mapper.SetLookupTable(lut)
        mapper.ScalarVisibilityOff()
        cubeActor.SetMapper(mapper)
        # Add the actors to the scene
        renderer.AddActor(cubeActor)

    renderer.ResetCamera()
    renderer.GetActiveCamera().Azimuth(210)
    renderer.GetActiveCamera().Elevation(30)
    renderer.ResetCameraClippingRange()

    renderer.SetBackground2(colors.GetColor3d('Black'))
    renderer.SetBackground(colors.GetColor3d('Silver'))
    renderer.SetGradientBackground(True)

    camera = vtkCamera()
    camera.SetPosition(0, 0, 0)
    camera.SetFocalPoint(0, 0, 0)

    # Render and interact
    renderWindow.SetSize(640, 480)
    renderWindow.Render()
    renderWindowInteractor.Start()

After matrix transformation.
The run result shows a black shadow.
I don’t know what the problem is?

log1 = transform.GetOrientationWXYZ()
log2 = transform.GetPosition()
log3 = transform.GetOrientation()
log4 = transform.GetScale()

Print:
log1 (119.99999999999999, 0.5773502691896257, 0.577350269189626, 0.5773502691896256)
log2 (1.0, 2.0, 3.0)
log3 (90.0, -0.0, 90.0)
log4 (-1.0, -1.0, -1.0)

Scale minus?Whether the result is correct?
Any help you can give me would be greatly appreciated!